View Full Version : APPLICATION: The Silver Age RPG!
Andy C.
10-25-2007, 08:36 AM
I've been kicking this idea around in my head for a while now, but never really thought of a good way to apply it. I finally worked out something that I think will be a unique, fun, and utterly insane RPG that'd stand out among all the others.
Screenname of the Proposed RPG’s Game Master:
Andy C.
Do You Have An Instant Messenger that we can reach you on for better conversation? (i.e MSN, Yahoo, AIM, ect.) And if so, what is your screenname?:
I'm on AIM as StopAudacity716.
Gamemasters/Assistant Gamemasters already chosen:
For now, it's just me, but I'd welcome any AGMs who'd be interested.
How will the overall layout of the RPG be?:
Like most of the Hype RPGs, it's season-based, with multiple story arcs occurring at a time. However, there will also be a D&D-style points system involved in character creation and advancing in the game.
Premise of RPG, if it is a user created RPG see below for applicable additions to this Applicaton, (Must be a paragraph or longer).
Out-of-Universe:
Similar to the Create-A-Hero RPG, with one major theme: pure, unbridled Silver Age mayhem! I'm talking time travel adventures, alien invasions, evil clones from other dimensions, the whole works. A call back to the days when good and evil were spelled out in technicolor, and fiddling around with radiation gave you superpowers instead of cancer. The more whacked-out and over-the-top, the better!
In-Universe:
It's midway through the 20th Century, and the citizens of the gleaming Millennium City bear witness to a dazzling meteor shower. However, what they don't know is that the few meteorites that impacted on Earth have more to them than meets the eye. When some are recovered by the government, it's made public that some of the meteorite specimens have caused incredible mutations to those who come into contact with them! Many of these super-humans are put to work by the United States for public service, but the true extent of the "Meteor Men's" abilities is yet to be seen...as are their loyalties in the ever-escalating Cold War...
Meanwhile, authorities all across the world are astonished at the increasing number of Unidentified Flying Objects sighted over Earth's major cities. While these sightings are usually dismissed as paranoia about Soviet satellites or more strange meteors or the like, certain circles are taking the talk much more seriously.
Elsewhere, the Space Race has led to fantastic technological advances in virtually every field of applied sciences. Inspired by Einstein and his contemporaries, more and more scientists and inventors are pushing the limits of human ingenuity. While there are some who question the possible side effects of these experiments, there are few who stand in the way of scientific ambition.
All around the world, strange and remarkable events have begun occurring. Unbeknownst to all, the most truly unbelievable events have only been set in motion. As a new day begins on the planet Earth, the sun has just begun to rise on Millennium City...
What will this RPG bring to the RPG forums? (please write two complete sentences):
This RPG will (hopefully) bring a very fun and very unique gaming experience, particularly for those who get tired of the dreary "gritty" types of games. Also, the slightly more stringent rules about gameplay will (hopefully, again) inspire players to play smart and grow more creative as to how they get through whatever insane scenarios they may find themselves in.
Title Of The RPG You Would Like To Propose:
"A New Frontier"
**********
Example Of Characters Application:
User's Screenname:
Why do you wish to join this RPG?
In two complete sentences, what can you bring to this RPG?
Do you know how to post pictures?
Character's Hero/Villain Name:
Real Name/Secret Identity:
Backstory:
Allignment:
***The following parts will be explained in further detail provided there is enough interest in the RPG proposal itself.***
Class:
Level:
Stats: (Starting characters have 30 points which they may distribute)
Strength:
Speed:
Agility:
Intelligence:
Wisdom:
Spirit:
Charisma:
Character Strengths:
Major:
Minor:
Character Weaknesses:
Major:
Minor:
Super-powers/Gadgets/Magical Items: (Starting characters have 50 ranks which they may distribute)
Power: ___ (Rank: ___)
Gadget: ___ (Rank: ___)
Magic Item: ___ (Rank: ___)
etc.
********
Any takers?
twylight
10-25-2007, 05:51 PM
.....
OMG!
I love it!
I have an old RPG character from the Hype RPG Deux I might try to fiddle with....because she'd fit it perfectly.
I even like the whole 'points' thing, I can see some stuff happening with that.
:up: Very well thought up RPG Andy, and even if it doesn't get a go right away I'd still suggest archiving this one for future use, because it really is cool!
Byrd Man
10-25-2007, 05:53 PM
Holy snikes!!! :wow:
This is a cool idea, I'm out of Marvel RPG, so I think I can make time for this one.
twylight
10-25-2007, 05:54 PM
My thoughts exactly..O.O
Saved
10-25-2007, 06:06 PM
Wait, so is this with DC characters or created ones set in Silver Age time?
Byrd Man
10-25-2007, 06:09 PM
Wait, so is this with DC characters or created ones set in Silver Age time?
Create-A Silver Age-Character.
Oh Snap!
10-25-2007, 06:13 PM
Sign me the hell up.
Batman
10-25-2007, 06:21 PM
I'm in. Definitely.
Saved
10-25-2007, 06:28 PM
Ah so instead of CAH in present time, this is create a hero in the Silver Age. Interesting. I got too many RPGs right now, but it is a cool concept. :up:
twylight
10-25-2007, 06:52 PM
Please...no 'CAH' comparisons?
This one is actually thought out and has a single basis that can be sued for powers. :up: Which is truly amazing.
twylight
10-25-2007, 06:53 PM
NOW! Andy...the interest is there, I demand to see the rest of it..*wriggles*
SHOW ME!
Batman
10-25-2007, 06:59 PM
EDIT: Eh, nevermind.
Will Millenium City be a restriction for the heroes/villains? Or will there be other cities? I'm just trying to envision to scope, here.
trustyside-kick
10-25-2007, 07:29 PM
Interesting.
Saved
10-25-2007, 07:48 PM
Please...no 'CAH' comparisons?
This one is actually thought out and has a single basis that can be sued for powers. :up: Which is truly amazing.
What? Its an RPG where people make their own plots and characters...how thought out can that be for an overall concept? :huh:
twylight
10-25-2007, 07:55 PM
Eh, I phrased that wrong >.<;
All my issues of the CAH stem from it's name, I hate the name, always have always will. >.<;
Saved
10-25-2007, 07:56 PM
Eh, I phrased that wrong >.<;
All my issues of the CAH stem from it's name, I hate the name, always have always will. >.<;
I think we can all agree an acronym for an RPG's name is lame. But the stories made by our RPGers are not. :woot:
twylight
10-25-2007, 08:46 PM
..no..really..I have SERIOUS loathing and hatred for the name, and I can't explain it but I want to stab it with a spork. >.<;
And I know the stories are good I've read some :up: ;)
trustyside-kick
10-25-2007, 08:48 PM
I gotta agree with Syn...I'm not understanding the overblown hype either.
twylight
10-25-2007, 09:01 PM
...he just said it was a cool concept...? o.O
Andy C.
10-25-2007, 09:05 PM
EDIT: Eh, nevermind.
Will Millenium City be a restriction for the heroes/villains? Or will there be other cities? I'm just trying to envision to scope, here.
I think for the first Season, I'd like to keep it contained to Millennium City, but new cities and locales will be added as the game goes along. I kinda want to avoid using real-life cities (except for capitals like Washington or London), just because using fictionalized cities is more in-line with the Silver Age concept.
I'll get the working concepts for classes and powers and whatnot up later this weekend. Right now, I've got to go to sleep, because I have to wake up at 5AM tomorrow for a show I'm doing in a different time zone.
trustyside-kick
10-25-2007, 09:56 PM
...he just said it was a cool concept...? o.O
Nevermind...sorry for the negativity. I'm so confused right now. Disregard my post.
Apprentice
10-26-2007, 03:24 AM
I'm in! Great idea!
Oh Snap!
10-26-2007, 10:49 AM
I'm really looking forward to this :up:.
Catman_prb
10-26-2007, 01:16 PM
Count me in. Looks top-notch.
Eddie Brock
10-27-2007, 12:12 AM
I want to fit in! :csad:
...but I'm still sort-of lost. I guess that I'm in (mostly)...although another RPG is a BAD idea for me right now. :doh::O
Blacklight
10-27-2007, 02:42 AM
One question: What's the difference between this and CAH? It sounds the same. Is it in a different time period? Like WWII or Cold War?
Apprentice
10-27-2007, 03:06 AM
One question: What's the difference between this and CAH? It sounds the same. Is it in a different time period? Like WWII or Cold War?
For starters, there's a different character system and general structure/set-up. But the main difference is the Silver Age theme.
Blacklight
10-27-2007, 03:07 AM
For starters, there's a different character system and general structure/set-up. But the main difference is the Silver Age theme.
Which is?
Harlekin
10-27-2007, 03:50 AM
Cold War era. Epic, cracktastic superheroics.
Blacklight
10-27-2007, 03:54 AM
Cold War era. Epic, cracktastic superheroics.
Oh ok. I might do it. Depends.
Kaboom
10-27-2007, 07:22 AM
even though im getting ready to trimmy roster of rpgs, this one lookes like its worth picking up.
Eddie Brock
10-27-2007, 12:29 PM
I already have a character in mind...just working on the perfect Silver Age origin/powers! :woot:
Question: What are "Ranks" in terms of the Power section, and how does one earn "Ranks" and Points for their attributes, for that matter?
Andy C.
10-27-2007, 03:18 PM
I already have a character in mind...just working on the perfect Silver Age origin/powers! :woot:
Question: What are "Ranks" in terms of the Power section, and how does one earn "Ranks" and Points for their attributes, for that matter?
I'll explain it in further detail when I've gotten the full rulebook up and running (I'm working on it right now; it'll probably be a few days while I get the Powers and Classes balanced out), but here's the long story short:
Ranks determine how powerful a character's super-powers/gadgets/magic items are. 1 Rank is the lowest, 50 is the highest. For example, adding 1 or 2 Ranks into Super-strength will get you to about the same strength as Captain America. Meanwhile, maxing it out will give you the ridiculous amounts of strength that Superman or the Incredible Hulk have.
Gadgets work very much the same way: the more powerful/effective the Gadget, the more Ranks it will cost. A simple grappling-hook gun, for example, would only cost 1 or 2 Ranks. Something like Iron Man's armor or the Batmobile would cost the whole 50.
Basically, you can choose to have 1 or 2 extremely powerful abilities, or a bunch of less powerful ones. Depends on whether you want to be a jack-of-all-trades or master a specialized area.
Gaining ranks and attribute points is done by advancing Levels, which is done by successfully completing story arcs. The bigger the story arc, the further along you will get. Stopping a simple bank robbery, for instance, won't gain you a Level unless it leads to you bringing down a mob ring. Defeating Villains (or Heroes, if you're playing a villain), stopping Disasters, etc. are what you want to have in mind. Since there's no dice-rolling or pencil and paper involved, rewarding Levels is mainly up to the GM's discretion.
Saved
10-27-2007, 03:19 PM
Since this is silver age, what topic are too "taboo"?
Eddie Brock
10-27-2007, 03:20 PM
I'll explain it in further detail when I've gotten the full rulebook up and running (I'm working on it right now; it'll probably be a few days while I get the Powers and Classes balanced out), but here's the long story short:
Ranks determine how powerful a character's super-powers/gadgets/magic items are. 1 Rank is the lowest, 50 is the highest. For example, adding 1 or 2 Ranks into Super-strength will get you to about the same strength as Captain America. Meanwhile, maxing it out will give you the ridiculous amounts of strength that Superman or the Incredible Hulk have.
Gadgets work very much the same way: the more powerful/effective the Gadget, the more Ranks it will cost. A simple grappling-hook gun, for example, would only cost 1 or 2 Ranks. Something like Iron Man's armor or the Batmobile would cost the whole 50.
Basically, you can choose to have 1 or 2 extremely powerful abilities, or a bunch of less powerful ones. Depends on whether you want to be a jack-of-all-trades or master a specialized area.
Gaining ranks and attribute points is done by advancing Levels, which is done by successfully completing story arcs. The bigger the story arc, the further along you will get. Stopping a simple bank robbery, for instance, won't gain you a Level unless it leads to you bringing down a mob ring. Defeating Villains (or Heroes, if you're playing a villain), stopping Disasters, etc. are what you want to have in mind. Since there's no dice-rolling or pencil and paper involved, rewarding Levels is mainly up to the GM's discretion.
How would the rank system work with powers such as flying, for instance?
The higher the rank, the faster you can fly?
Andy C.
10-27-2007, 03:53 PM
Flying is something I was going to put under the 'Defy Gravity' Super-power. The first few Ranks (10-Under) allow a high-jump, 10-25 are levitation (i.e. can only float while concentrating), 25-35 is true flight, but only in the lower atmosphere. 35-49 allows flight in the upper atmosphere, and the full 50 allows full-on space travel (provided your character has some means of breathing and/or is strong enough to survive re-entry through the atmosphere).
How fast you can fly depends on how many Ranks you put into Super-Speed.
Andy C.
10-27-2007, 03:58 PM
Since this is silver age, what topic are too "taboo"?
Since the Silver Age was the hey-day of folks like Frederic Wertham and the Comics Authority Code, most 'adult' topics like sex, drugs, and murdering innocent people would be strictly taboo. Villains may attempt to kill Heroes or build world-destroying doomsday devices and whatnot, because that's what villains do. Right now, I don't think I'm going to allow anti-heroes, because that's not what the Silver Age was about.
Basically, a good rule of thumb about what sort of story arcs would be allowed is whether or not it's something you would want your kids to read. You can make it intelligent, even scary, but things done purely for shock value are definitely off-limits.
twylight
10-27-2007, 05:07 PM
Flying is something I was going to put under the 'Defy Gravity' Super-power. The first few Ranks (10-Under) allow a high-jump, 10-25 are levitation (i.e. can only float while concentrating), 25-35 is true flight, but only in the lower atmosphere. 35-49 allows flight in the upper atmosphere, and the full 50 allows full-on space travel (provided your character has some means of breathing and/or is strong enough to survive re-entry through the atmosphere).
How fast you can fly depends on how many Ranks you put into Super-Speed.
Hmm, what if they have a primary power that allows for flight, but that isn't the primary one? o.O
Andy C.
10-27-2007, 05:45 PM
Ya mean like how Magneto can levitate and whatnot? Hrmmm....haven't really thought of how that should work.
I think the use of certain powers to simulate other powers would fall under the Intelligence attribute; if your character is smart enough to think of it, then it's allowable.
Eddie Brock
10-27-2007, 07:09 PM
Ya mean like how Magneto can levitate and whatnot? Hrmmm....haven't really thought of how that should work.
I think the use of certain powers to simulate other powers would fall under the Intelligence attribute; if your character is smart enough to think of it, then it's allowable.
What about powers like pre-cognition? The higher the rank, the further and/or clearer into the future they can see?
I want to have my character have a very low level pre-cog. He can see (at most) a couple minutes into the future, but usually all he can see is where a punch or kick is coming from, etc.
Saved
10-27-2007, 07:48 PM
Since the Silver Age was the hey-day of folks like Frederic Wertham and the Comics Authority Code, most 'adult' topics like sex, drugs, and murdering innocent people would be strictly taboo. Villains may attempt to kill Heroes or build world-destroying doomsday devices and whatnot, because that's what villains do. Right now, I don't think I'm going to allow anti-heroes, because that's not what the Silver Age was about.
Basically, a good rule of thumb about what sort of story arcs would be allowed is whether or not it's something you would want your kids to read. You can make it intelligent, even scary, but things done purely for shock value are definitely off-limits.
Ok, if thats the case I may be able to do one of my hero concepts. But most of my good ones are the really "Rated R" guys if you will.
Andy C.
10-28-2007, 05:48 PM
Here's the tentative list of Classes so far. Right now it's only for Heroes; Villain classes will likely just be re-named analogs to these.
Also, I'm dropping the 'Agility' attribute (since that can be coupled with Speed), and replacing it with one called 'Potency' (how skilled one is in using Magic)
CLASSES:
A player determines his/her character's path by selecting its Class. While Classes do not necessarily determine a character's powers, they do determine how effective said powers may be, as well as how they can be used. Each Class has specific traits that affect one's powers/stats, as well as a specific Character Strength and Character Weakness (to be described in their respective section).
While a starting character may only pick one Class, a character of Level 5 or higher may start adding levels to different Classes. For example, if a player has gained 8 levels, he/she may choose to advance all 8 levels to the character's existing Class, or may put 5 Levels into the existing Class and 3 into another, or 2 into a second class and 1 into a third, and so on and so forth. Mixing Classes will result in a wider array of abilities, but will weaken said abilities' potential.
The list of potential classes may include:
HERO CLASSES:
Champion:
The most identifiably 'heroic' of the Hero classes, Champions serve their purpose by inspiring those around them. The best-rounded of the Classes in terms of abilities, they are distinct mainly due to their higher Charisma. They are fastest to gain the trust of the public, and suited to fill a leadership role in a hero team-up. The down-side of this is that being a well-known public figure makes a Champion's secret identity harder to keep secret.
Stat Bonus: +1 to Charisma per Level
Class Strength: Heroic Aura
The Champion's very presence has an uncanny effect on those around him, inspiring fellow heroes to greater acts of good and discouraging villains from their wicked ways.
-Villains facing a Champion get a Spirit penalty equal to 1/2 Champion's Level (ex: a Level 10 Champion takes 5 off of a Villain's Spirit)
-Heroes teaming with a Champion get a +1 to their highest Stat
Class Weakness: Public Pressure
Operating under the constant scrutiny from the very people he/she intends to protect, a Champion's position in the eyes of the public is very precarious indeed. Failing to live up to his/her image will shatter the trust the public has placed in the Champion. More importantly to the Champion, acting so openly generates a lot of interest in the Champion's true identity, which may place his/her loved ones at serious risk.
-Failing in a heroic act (i.e. losing a fight with a Villain, failing to prevent a Disaster, being publicly humiliated, etc.) will cancel all effects of the Heroic Aura, and the Champion cannot regain this Strength until he/she has reconciled for it (by defeating the Villain, stopping an even greater Disaster, etc.)
-A Champion must be especially careful in keeping his/her Secret Identity a secret. He/she must avoid spending too long in costume, or accidentally performing suspiciously heroic acts while out of costume, etc. A Champion who cannot successfully balance dual-identities may risk being blackmailed by shady organizations, or worse- having their loved ones attacked by retaliating Villains.
Avenger:
On the front lines of the battle between good and evil, an Avenger makes his mark by taking the fight directly to the enemies of Millennium City. Tenacious but short-sighted, they typically have a high Spirit, but low Wisdom. Avengers are the first to jump into the fray, and the last to go down if they can help it. On the down-side, their aggressive tendencies often get them into trouble with the authorities, who see them more as vigilantes than workers for the public good.
Stat Bonus: +1 Spirit per Level, -2 Wisdom (penalty is reduced by 1 every 5 Levels)
Class Strength: True Grit
An Avenger's determination to defeat the forces of evil propels him to go the extra mile in battle. Even when things look their darkest, an Avenger is able to grit his/her teeth and keep on fighting.
-As long as another Hero is still conscious in his presence, an Avenger cannot be knocked out or succumb to poison (NOTE: this does not count if there are multiple Avengers involved. In that case, it acts as a +2 Spirit bonus until there is only 1 Avenger standing)
Class Weakness: Loose Cannon
Since he/she acts primarily as a combatant rather than a public servant, an Avenger is typically treated by the police and the government as a danger to the community, and has to work harder to gain the public's trust. This also strains their ability to team up with other Heroes.
-The more collateral damage caused in a battle, the harder an Avenger will be pursued by Millennium City's authorities. Stopping a bank robbery may only result in a few officers trying to keep the Avenger from leaving the scene, while a super-powered duel that flattens several blocks will have agents of the CIA (or worse) pursuing the Avenger.
-In a team-up situation, the Avenger takes a -1 Charisma penalty and a -2 penalty if the Avenger is made a leader.
Gadgeteer:
Gifted inventors, Gadgeteers can come up with devices for virtually every scenario. Proponents of brains over brawn, they have a high Intelligence, but a low Strength. They are firm believers in having the right tool for the right job, and keep themselves prepared for anything. Unfortunately, if their inventions and gadgets fail them, Gadgeteers are left extremely vulnerable.
Stat Bonus: +1 Intelligence per Level, -2 Strength (penalty is reduced by 1 every 5 Levels)
Class Strength: Gear-Head
A Gadgeteer finds inventing new devices much easier than any other Hero. Therefore, he may have more varied or more powerful Gadgets at his disposal.
-Gadgets cost only 1/2 as many Ranks for a Gadgeteer.
Class Weakness: Technical Reliance
Though he/she may have the mental and imaginative prowess to handle situations, a Gadgeteer's other abilities are somewhat lacking. Therefore, his/her Super-powers and magical abilities are somewhat limited compared to the other Heroes.
-Super-powers and Magical Items cost 2x as many Ranks for a Gadgeteer.
Spell-Slinger:
Versed in the arts of magic, a Spell-Slinger is able to use his/her powers to make the impossible possible. They typically have a high Potency with a low Strength. They are more cosmically aware than other Heroes, and believe that the world is much larger and more encompassing than most suspect. Unfortunately, a Spell-Slinger is only as powerful as his/her magic, and if that is broken, then the Spell-Slinger is in trouble.
Stat Bonus: +1 Potency per Level, -2 Strength (Penalty reduced by 1 every 5 Levels)
Class Strength: Magical Mastery
Attuned to the ways of the other-worldly, Spell-Slingers are much more capable of creating and using Magic Items.
-Magic Items cost only ½ as many ranks for a Spell-Slinger
Class Weakness: Sorcerer’s Dependence
Despite their amazing abilities, Spell-Slingers cannot do much good without their magic. If a Spell-Slinger’s spells are countered or broken, he/she is left vulnerable.
-A Spell-Slinger under Level 5 cannot possess Super-powers
-Once the Strength penalty is reduced, Super-powers and Gadgets may be used, but at 2x the cost in Ranks.
Powerhouse:
The heavy-hitters among Heroes, Powerhouses are known for their incredible might. They typically have a very high Strength, with a low Intelligence. A Powerhouse will typically solve problems through sheer brute force, which makes them extremely potent--although often dangerous-- additions to any Hero team-up.
Stat Bonus: +1 Strength per Level, -2 Intelligence (Penalty reduced by 1 every 5 Levels)
Class Strength: Adrenaline Rush
When faced with odds too much for even his/her uncanny power to handle, a Powerhouse can suddenly receive a massive boost of energy, allowing him/her to perform feats of strength that would normally be impossible.
-When outnumbered by at least 2x as many Villains compared to Heroes present, or facing a Villain 3 or more levels above his/her own, a Powerhouse may double his/her Strength for 1 turn or use 1 Strength-related Super-power that he/she does not currently possess (NOTE: this can only be used once per battle)
Class Weakness: Meat-Head
Relying more on his/her own physical attributes; a Powerhouse is not exactly compatible with most technological or magical devices.
-Powerhouses under Level 5 may not use Gadgets or Magic Items of any sort.
-Once the Wisdom penalty has been reduced at Level 5, Gadgets and Magic Items may be used, but at 2x the cost in Ranks.
Speedster:
Fastest of all the Heroes, Speedsters use their amazing quickness to solve problems before others have time to react. They typically have a very high Speed, but a low Spirit. Capable of keeping Villains off-guard, a Speedster is a force to be reckoned with alone, and an incredibly valuable member of any team-up. Unfortunately, moving so quickly can lead to a sudden-and violent- stop if a Speedster is intercepted, making him/her relatively fragile.
Stat Bonus: +1 Speed per Level, -2 Spirit (Penalty reduced by 1 every 5 Levels)
Class Strength: Slow-Motion
Able to think as quickly as he/she moves, a Speedster can take in information as if the world were moving in slow-motion. This allows him/her opportunities to respond much more easily than any other Hero.
-Upon entering Slow-Motion, a Speedster is able to land attacks on a Villain without any opening for retaliation, or use 1 Speed-related Super-power that he/she does not already possess (NOTE: This can only be used once per battle, and does not work against other Speedsters)
Class Weakness: Sudden Stop
When a Speedster is hit while moving (i.e. attacked by a Villain, struck by debris, etc.), the impact is amplified tremendously due to his/her own speed. The jarring effect can stop the Speedster dead in their tracks, and leave him/her helpless.
-If a Speedster is unable to avoid being hit while running at speed, he/she is knocked unconscious for a turn, leaving him/her vulnerable to receive further damage.
Strategist:
Contemplative and levelheaded, the Strategist is always thinking ten steps ahead of everyone else. They are known for having high Wisdom, but low Charisma. Very little escapes their watchful eyes, and there are few things left off their contingency plans. Unfortunately, their very drive for perfection is what distances them from other Heroes.
Stat Bonus: +1 Wisdom per Level, -2 Charisma (penalty reduced by 1 every 5 Levels)
Class Strength: Prep-time
Never one to be caught off-guard, a Strategist knows his/her enemy very well. Going into a battle where the opponents are already known, a Strategist may enact certain contingency plans to bring his/her foes down with relative ease.
-If a Strategist knows the Villain that he/she is facing before the battle begins, then he/she may automatically enact a ‘deus ex machina’ against the villain without having to disclose the plan in earlier posts (though said plan should be approved first by the GM). This is especially effective if the Strategist has already faced said Villain before, or if the Villain has an obvious physical or psychological weakness.
Class Weakness: Paranoia
Believing himself/herself to be the only one that can be trusted, a Strategist often has extreme difficulty working with the authorities or other Heroes. This can lead to unnecessary conflict if the Strategist is part of a team-up.
-A Strategist takes a -2 Charisma penalty when working on a team, and a Strategist under Level 5 cannot be a team leader.
-Once the Charisma penalty has been reduced at Level 5, a Strategist may lead a Hero team-up, but at a -3 Charisma penalty.
Batman
10-28-2007, 05:52 PM
Damn. Just... Damn.
Thanks for making the rest of us RPG admins look like amatuers. :o:oldrazz:
Andy C.
10-28-2007, 05:57 PM
I try. I also have no life.
Eddie Brock
10-28-2007, 06:17 PM
Oh yeah...my character is a Champion all the way. :up:
Byrd Man
10-28-2007, 06:20 PM
Guess which class I'm eyeing?...yeah, that's right. Gadgeteer
Eddie Brock
10-28-2007, 06:21 PM
Guess which class I'm eyeing?...yeah, that's right. Gadgeteer
I figured as much.
Batman
10-28-2007, 06:24 PM
Wait... Prep-Time is a strength?
Holy hell. That outright calls to me. :wow:
Eddie Brock
10-28-2007, 06:27 PM
Wait... Prep-Time is a strength?
Holy hell. That outright calls to me. :wow:
And paranoia is a weakness!
It's like Andy was thinking of you when he wrote up the Class. :cwink:
EDIT: In all seriousness, Andy, I gawk at the effort/thought behind this application and set-up. I am SO petitioning to have some of this stuff incorporated into the CAH application next year. Top drawer, my friend, top drawer. :up:
Electro UK
10-28-2007, 06:31 PM
Similar to the Create-A-Hero RPG, with one major theme: pure, unbridled Silver Age mayhem! I'm talking time travel adventures, alien invasions, evil clones from other dimensions, the whole works. A call back to the days when good and evil were spelled out in technicolor, and fiddling around with radiation gave you superpowers instead of cancer. The more whacked-out and over-the-top, the better!
You sir... are a true hero.
Saved
10-28-2007, 07:42 PM
Yeah I gotta say, the only thing about this RPG that I don't like is how I can't be as violent as I want. :( I gotta come up with family friendly arcs...perhaps the second season we can get a little more gritty?
And I am with EBJ 100% on making CAH have this type of registration. I mean, we seriously had a dude apply for a man who could move and control suns. :dry:
Eddie Brock
10-28-2007, 07:44 PM
It's the Silver Age. It can't be gritty.
That'd be like playing Spider-Man in a DC RPG. It's preposterous and it goes against the concept of the RPG.
Saved
10-28-2007, 07:45 PM
It's the Silver Age. It can't be gritty.
That'd be like playing Spider-Man in a DC RPG. It's preposterous and it goes against the concept of the RPG.
Maybe this can progress from Silver Age to Bronze, then to Modern? Who knows. Just throwin ideas out there.
Eddie Brock
10-28-2007, 07:49 PM
Maybe this can progress from Silver Age to Bronze, then to Modern? Who knows. Just throwin ideas out there.
Then what's the point?
It's no different than the CAH RPG then...except that it has periods.
The entire core of this RPG is to capture the cheesiness of the Silver Age, and have it set during the Cold War. To do anything else would betray the nature of the RPG.
Byrd Man
10-28-2007, 07:52 PM
Yeah, Syn. If you can't be family friendly. Well, then take your potty mouth elsewhere, mister.
Saved
10-28-2007, 08:06 PM
Yeah, Syn. If you can't be family friendly. Well, then take your potty mouth elsewhere, mister.
I'm not the one who finds a way to fit mother ****er in every post, byrd.
My problem is not language, its violence. But I guess I'll find a way to keep it PG. PG-13 that is. :oldrazz:
Kaboom
10-28-2007, 08:09 PM
i think ive come up with a name: Doctor I-Want-To-Eat-Your-Brain
Byrd Man
10-28-2007, 08:13 PM
I'm not the one who finds a way to fit mother ****er in every post, byrd.
The fact that you've insulted my intellegence is a blow that I cannot take in good humor, sir. You shall dispense with the insults. Good, sir.
Oh, yeah. Mother ****er! :up:
Saved
10-28-2007, 08:14 PM
The fact that you've insulted my intellegence is a blow that I cannot take in good humor, sir. You shall dispense with the insults. Good, sir.
Oh, yeah. Mother ****er! :up:
You said good sir way too many times. I couldn't follow your post at all.
byrd: 1 Syn:0
But I'll tie it up soon enough! :cmad:
Andy C.
10-28-2007, 08:34 PM
Oh, and as for shifting the subject matter, I wouldn't mind having a few Bronze-Age elements; after all, the Silver/Bronze Ages were the first eras where comics began to develop a social conscience.
But adding in Frank-Miller-style violence and whatnot sort of defeats the purpose. I'm well aware that it's not as realistic as the more modern stuff, but really, that's the whole point. If art holds up a mirror to nature, superhero lore holds up the mirror to our egos, the way we want the world to be. The Silver Age is a pop-culture offshoot of the much larger Futurist movement that guys like Aasimov and Bradbury pioneered in the 50s in response to the Cold War, and that's what I'm going for in creating Millennium City. Essentially, if you can't imagine a better world, how will you achieve it?
Or maybe I'm just taking it a bit too seriously.
Saved
10-28-2007, 08:40 PM
Oh, and as for shifting the subject matter, I wouldn't mind having a few Bronze-Age elements; after all, the Silver/Bronze Ages were the first eras where comics began to develop a social conscience.
But adding in Frank-Miller-style violence and whatnot sort of defeats the purpose. I'm well aware that it's not as realistic as the more modern stuff, but really, that's the whole point. If art holds up a mirror to nature, superhero lore holds up the mirror to our egos, the way we want the world to be. The Silver Age is a pop-culture offshoot of the much larger Futurist movement that guys like Aasimov and Bradbury pioneered in the 50s in response to the Cold War, and that's what I'm going for in creating Millennium City. Essentially, if you can't imagine a better world, how will you achieve it?
Or maybe I'm just taking it a bit too seriously.
No, I see what you're getting at. But didn't Silver Age have Reverse Flash trying to kill Flash's wife? Or was that Bronze?
Byrd Man
10-28-2007, 08:41 PM
No, I see what you're getting at. But didn't Silver Age have Reverse Flash trying to kill Flash's wife? Or was that Bronze?
The Silver Age had death. But, nowhere near where it is nowdays.
Andy C.
10-28-2007, 08:42 PM
That was Bronze, I think. It's kinda hard to tell where the one ends and the other begins, which is why I'm okay with combining the two.
I do know the Silver Age had the Green Goblin killing Gwen Stacy. Still, events like that were the exception, not the rule.
Saved
10-28-2007, 08:44 PM
That was Bronze, I think. It's kinda hard to tell where the one ends and the other begins, which is why I'm okay with combining the two.
I do know the Silver Age had the Green Goblin killing Gwen Stacy. Still, events like that were the exception, not the rule.
Actually, what this reminds me of are the old times in Watchmen. Back with Saturn Girl and all. (Then again, that WAS based off Silver Age DC.)
Eddie Brock
10-28-2007, 08:51 PM
That was Bronze, I think. It's kinda hard to tell where the one ends and the other begins, which is why I'm okay with combining the two.
I do know the Silver Age had the Green Goblin killing Gwen Stacy. Still, events like that were the exception, not the rule.
But the Death of Gwen Stacy is widely regarded as the end of the Silver Age.
That event was enough to shake the carefree nature of comics to this day.
Saved
10-28-2007, 08:52 PM
But the Death of Gwen Stacy is widely regarded as the end of the Silver Age.
That event was enough to shake the carefree nature of comics to this day.Well, it is hard to guage when Silver Age ended for both Marvel and DC. They both can't end at the same time. But I guess when you do something so new age and violent like that, it would end a time of fun and perfection.
Eddie Brock
10-28-2007, 08:56 PM
I think what made Gwen Stacy's death controversial enough to end an era was the ambiguity (and graphic nature) of it - and the whole question of "Was it Spider-Man's fault?"
If Peter had just found Gwen's dead body, it probably would not have brought about the end of the Silver Age. It's the fact that we see that panel with the infamous "SNAP" and we're forced to face the realization that heroes, through a misconstrued course of action, can actually hurt people as much as villains can...albeit unintentionally.
Saved
10-28-2007, 09:01 PM
True. I mean Bats had a gun in Golden Age. And Captain America beat the tar out of Nazis within the same era. WWII was filled with death, thats why Silver Age was so widly welcomed. And then when you are forced to realize that accidents happen to anyone and everyone, and that true power does come with true responsibility, it is enough to "snap" you out of fantasy and start bringing you into the real world.
We delt with Uncle Ben's death since Spidey began, yet it was not until we saw those panels of Gwen's death did we realize the truth and prolific nature of the matter.
EDIT: We also saw Captain Stacy die not a few issues early, and that didn't end Silver Age.
Eddie Brock
10-28-2007, 09:04 PM
True. I mean Bats had a gun in Golden Age. And Captain America beat the tar out of Nazis within the same era. WWII was filled with death, thats why Silver Age was so widly welcomed. And then when you are forced to realize that accidents happen to anyone and everyone, and that true power does come with true responsibility, it is enough to "snap" you out of fantasy and start bringing you into the real world.
We delt with Uncle Ben's death since Spidey began, yet it was not until we saw those panels of Gwen's death did we realize the truth and prolific nature of the matter.
EDIT: We also saw Captain Stacy die not a few issues early, and that didn't end Silver Age.
Yeah...and once the cat was out of the bag, writers just started killing people left and right! :wow:
Writer 1: "Guys! How about we f***in' kill Elektra?"
Writer 2: "Ooh! Ooh! What about Harry?"
Writer 3: "I've got an idea! Captain America!"
Writer 2: "Dude...not cool."
Writer 1: "Yeah, man. Low blow."
Joe Quesada: "Hey now! Hang on! I want to hear this one out..."
:dry:
Saved
10-28-2007, 09:05 PM
Yeah...and once the cat was out of the bag, writers just started killing people left and right! :wow:
Writer 1: "Guys! How about we f***in' kill Elektra?"
Writer 2: "Ooh! Ooh! What about Harry?"
Writer 3: "I've got an idea! Captain America!"
Writer 2: "Dude...not cool."
Writer 1: "Yeah, man. Low blow."
Joe Quesada: "Hey now! Hang on! I want to hear this one out..."
:dry:
Ok, technically it was Brubaker's idea. It was just Quesada's idea to make Cap look like a coward in CW before he died. :dry:
Eddie Brock
10-28-2007, 09:57 PM
Andy, might I suggest a sample post in the application?
It's practically become a staple in most RPG's (save for HvV Marvel), and it's an easy way to ensure that newcomers understand the writing format and style of an RPG.
Just a suggestion. :yay:
Andy C.
10-29-2007, 02:28 AM
Yeah, a sample post would definitely be a good idea.
And as for how much killing would be allowed, I'm only going to keep it to a bare minimum. Gwen Stacy's death was a huge shocker not only because of the ambiguity of it all, but also because that was the first time something like that had ever happened. The death of a supporting character was practically unheard of at the time. By contrast, Kyle Rayner's girlfriend getting folded into a refrigerator was barely worth raising an eyebrow, because the post-Crisis era was just full of that kind of crap.
Violence and other shock-value elements are cheap. Anyone can splatter blood and guts everywhere and get noticed for it. Avoiding the immediately obvious stimuli like gore and sex can prove to inspire greater creativity in how to tell an entertaining story. Look at the villains in Batman: the Animated Series. They didn't kill a single person (in the first season, at least) but I'll argue to the end of time that they were some of the best incarnations of the characters (particularly the Joker and Mr. Freeze).
I'm not going to impose an absolute no-killing-whatsoever rule, but I am going to ask that writers think more Weisenger and less Miller. Think of it as more of a challenge than a hindrance.
twylight
10-29-2007, 03:25 AM
I want to make one thing clear...
No player created RPG is 'different' than the CAH except in the period/theme and the way it's set up. CAH is no different than the hundreds of RPG's out there created by characters except for it's period/premise and the way it's set up.
Okay? Please just get *over* it.
kthanxby. :yay:
Andy C.
10-29-2007, 06:16 AM
I agree that this proposed RPG is extremely similar to the CAH game, with the theme/setting being the only major difference. I just really, really like the theme.
trustyside-kick
10-29-2007, 09:09 AM
I was under the impression that the Bronze age spanded from the late 70s (when Neil Adams for example started working on Batman, or when Aquaman's son died; when DC got less campy basically) and was until COIE.
EDIT: But really, you all shouldn't be too concerned with this. When you think Silver Age, think really really campy. A lot of people will make some reference to comics that they think is "Silver Age", but it is actually Bronze. So all you gotta do is think really campy and kid-like.
Harlekin
10-29-2007, 02:16 PM
The Silver Age most commonly starts with the first appearance of the new Flash in 1956. The precise ending of the Silver Age is unknown, but is at least mid-70s and the most commonly used is the Death of Gwen Stacy. Between those two dates, you've got wacky science experiments, crazy side-kicks and general tomfoolery. Also, Superman was a dick.
Saved
10-29-2007, 02:30 PM
The Silver Age most commonly starts with the first appearance of the new Flash in 1956. The precise ending of the Silver Age is unknown, but is at least mid-70s and the most commonly used is the Death of Gwen Stacy. Between those two dates, you've got wacky science experiments, crazy side-kicks and general tomfoolery. Also, Superman was a dick.
How so?
Harlekin
10-29-2007, 02:33 PM
Oh, c'mon, like you haven't heard of www.superdickery.com
Saved
10-29-2007, 02:39 PM
Well I do now. :up:
twylight
10-29-2007, 02:40 PM
I agree that this proposed RPG is extremely similar to the CAH game, with the theme/setting being the only major difference. I just really, really like the theme.
Honey, any Superhero themed RPG is similar to the CAH..any of them and there are hundreds online. Personally I'm tired of it being compared to CAH unless you're going to compare it to EVERY player created super-hero themed RPG that's out there.
Eddie Brock
10-29-2007, 02:42 PM
The Silver Age most commonly starts with the first appearance of the new Flash in 1956. The precise ending of the Silver Age is unknown, but is at least mid-70s and the most commonly used is the Death of Gwen Stacy. Between those two dates, you've got wacky science experiments, crazy side-kicks and general tomfoolery. Also, Superman was a dick.
Yeah...but he was a dick who could move planets.
So watch your ass, bub! :cmad:
trustyside-kick
10-29-2007, 02:43 PM
Oh, c'mon, like you haven't heard of www.superdickery.com (http://www.superdickery.com)
Yea, being an Aquaman fan I recall the cover to one issue with Supes being a major dick. On the cover, Superman, Jimmy Olsen, and Aquaman were stranded in the desert, and Superman was fully hydrated, and had like one canteen left of water and I think on the cover he was basically telling them to fight to the death or something for canteen of water. :dry:
Harlekin
10-29-2007, 03:46 PM
Yeah, one of the most famous ones (http://www.superdickery.com/dick/9.html).
Oh Snap!
10-29-2007, 06:45 PM
Wow, I've never played D&D before, so the points thing is a little confusing, but I really like the premise of this RPG. :up:
If only all GM's put this much effort into their RPG's. :oldrazz:
Eddie Brock
10-29-2007, 06:49 PM
Wow, I've never played D&D before, so the points thing is a little confusing, but I really like the premise of this RPG. :up:
If only all GM's put this much effort into their RPG's. :oldrazz:
Well, most GM's don't have to.
When you're using pre-established characters, their power levels are clearly defined. So when someone makes Daredevil pick up a car, it's easy for the GM's to notice and say, "Whoa...that is out-of-character."
But once you enter into the realm of self-created characters, now it's far too easy for people to come in, post an application, then go wild and say, "It's my character. This is how strong he is!"
Saved
10-29-2007, 07:27 PM
Well, most GM's don't have to.
When you're using pre-established characters, their power levels are clearly defined. So when someone makes Daredevil pick up a car, it's easy for the GM's to notice and say, "Whoa...that is out-of-character."
But once you enter into the realm of self-created characters, now it's far too easy for people to come in, post an application, then go wild and say, "It's my character. This is how strong he is!"
Um, to tell you the truth, A-Man could probably kill him. And if he's invisible, A-Man would just fly up and launch a huge asteroid in the general area he's in... could I fight his buddies maybe?:whatever: :oldrazz:
Byrd Man
10-29-2007, 07:30 PM
But once you enter into the realm of self-created characters, now it's far too easy for people to come in, post an application, then go wild and say, "It's my character. This is how strong he is!"
*Not to self* Have Blurry turn Mantis into roadkill. "That's how strong he is!"
Eddie Brock
10-29-2007, 09:04 PM
*Not to self* Have Blurry turn Mantis into roadkill. "That's how strong he is!"
*Note to self*
Have Mantis rise from the dead. Introduce immortality as a new power.
:o
Eddie Brock
10-29-2007, 10:26 PM
Wow...I just finished my first post for this RPG (yeah, I'm getting way ahead of myself) and it's a doozy - in terms of length.
I might have to split it - which I don't want to do!
And on that note, we've got the support and the thumbs up from Twy and MB...so we're just waiting on the complete rules? I'm not trying to rush anyone...I'm just really excited!
twylight
10-30-2007, 12:52 AM
Well...'technically' MB and I said we were interested and would play but we haven't 'approved' it...let me go discuss it with my lawyers.....:o
Andy C.
10-30-2007, 04:34 AM
The rulebook should be up and running by the end of the week. Since I've already done a lot of the nitty-gritty with the Classes, explaining Levels and powers and whatnot should be fairly easy. The real work is that I'm making a full layout of Millennium City itself (the different boroughs, specific landmarks, different organizations that exist within the city, etc.) And that's one heck of a task.
Funny thing is, as much fun as I'm having creating the world itself, I have yet to come up with an actual character I'd like to play. I think I'll fiddle mostly with NPCs like the 'Meteor Men.'
twylight
10-30-2007, 02:39 PM
*nod*
Both MB and I would like to see a fully 'completed' RPG before we approve it.
*We have to have our standards and you just raised the bar* :cwink:
Spike_x1
10-30-2007, 04:28 PM
*Not to self* Have Blurry turn Mantis into roadkill. "That's how strong he is!"Note to self: Have Survivor keep an eye on Blur.
"****, my vital organs are all splayed out on the road! Who's going to clean this mess?!"
Andy C.
11-04-2007, 06:02 PM
Okay, this thread has kinda gone dead for a bit, but I'm still working at the rulebook. In the meantime, here's a full layout of Millennium City:
MILLENNIUM CITY:
Located in the heart of New England, Millennium City is home to over six million people, both ordinary and extraordinary. It is the single most technologically advanced city on Earth, as well as the cleanest. Its people are typically friendly, and its industries are perpetually booming. However, the growing number of strange events taking place in and around the city may prove to make Millennium City a bit more dangerous than believed.
Centered on the island of New Athens, the city now covers four islands as well as several miles of the mainland, and is divided up into eight distinct boroughs:
http://i17.photobucket.com/albums/b73/nowhereman716/MillenniumCityBoroughs.jpg
Haneyville: Connected to the main island via the Olsen Memorial and B&B Cross-Town Bridges, Haneyville is a stretch of suburbia meant for those who wish for a quieter life outside of the hustle and bustle of the city. It's a nice peaceful middle-class haven, punctuated by the beautiful Adams Park and the Hamilton Museum of History.
Friedrichstown: Along the northern end of New Athens is Friedrichstown, a massive sprawling residential section of the city. This borough provides housing to most of the working class of Millennium City, many of whom work on the numerous Northern Docks or the countless other construction sites around the city. There are plenty of places for the blue collar workers to unwind, most noticeably Goodwin Stadium, home of Millennium City's currently-undefeated baseball team, the Comets. Also located in Friedrichstown is the old Fradon House Mission, where Miss Fradon still hires volunteers to do charity work throughout the city.
Alphabet City: Down along the western side of the island is a grid of residential blocks known simply as Alphabet City, due to virtually all of the streets being designated simply by letters rather than names. A massive achievement of urban renewal, Alphabet City was once the roughest slum on the East Coast, until billionaire industrialist Stan Shamrock put his fortunes into renovating the borough into a clean and efficient residential area. While there are no real remarkable landmarks inside the rows upon rows of uniform apartment complexes, Alphabet City is conveniently adjacent to the most beautiful place on the whole island, Weisenger Park.
New Bohemia: Shortly following the onset of the Cold War, a counter-culture revolution began that resulted in the birth of the 'beat' generation. In Millennium City, these artists and artisans carved out a community for themselves in a village they christened 'New Bohemia.' Since then, it has become a fixture of the city, home to countless theaters, jazz clubs, art galleries, and street performers of virtually all kinds (particularly in and around Schwartz park). While it can be a fairly rough place after dark, nowhere else on the Eastern Seaboard has the unique character and style of New Bohemia, and the people who live there thrive on it.
Hypopolis: By far the most techno-centric part of the city, the borough of Hypopolis is awe-inspiring to those who have never seen it before. Gleaming skyscrapers jut into the clouds, the spires of the massive Lee and Ditko Towers impossible to see from the ground on a cloudy day. This borough is the pulse of Millennium City, with row after row of technological firms such as Wolfman Incorporated or corporations like O'Neil and Adams Limited, and the city's official newspaper, the Daily Pioneer. This is also the political center of the town, with the state Capital and Courthouse located at the impressive Lieber Plaza. And while the average tourist may not be wowed by the proceedings inside these impressive buildings, there is still plenty of entertainment to be found at the as the Siegel Civic Center.
The Bricks: Unfortunately, not all of Millennium City has been renovated, as seen by the sprawling slums along the south and east sides of New Athens, an area simply known as 'The Bricks.' Life is tough for the lower-class men and women who live here, as they scrape by to make a living outside of the nicer boroughs. Gang violence and organized crime are still rampant in the Bricks, and matters are not helped by the unsettling number of policemen who seem to be in on the take. While the good people within this borough are either paid off or knocked off, it is unlikely that the Bricks will ever catch up with the rest of Millennium City.
Kirby Island: On the other side of the Journey Bridge across from the Bricks is Kirby Island, a rather strange section of city that has become home to a scientific community that somewhat mirrors the artists of New Bohemia. While the rival scientific firms CometCorp and Romita Industries hire most of the inventors, chemists, physicists, and thousands of other scientists who populate the island, most of the ideas coming out of the community have very little to do with company projects. Described by the Daily Pioneer as "Mad Science gone good," any day on Kirby Island sees countless wild contraptions being tested out on the rooftops of apartment blocks, mind-boggling equations written out as street graffiti, or revolutionary theories being discussed over a few rounds of drinks down at The Thinker.
Steranko Island: A massive facility shared by the Army, Navy, Air Force, and NASA, Steranko Island is home to countless projects that the U.S. Government tests in order to protect American citizens from the growing threats of the Cold War. The actual details of these tests are, of course, strictly classified.
Binder Island: Accessible only by boat, Binder Island is known for only one thing: Steelgate Prison, where Millennium City's worst offenders spend their time after being brought to justice.
Eddie Brock
11-04-2007, 06:04 PM
Dude, I am in AWE of how much effort you are putting into this.
Question: where is the political center of Millenium City located?
Andy C.
11-04-2007, 06:12 PM
LANDMARKS:
http://i17.photobucket.com/albums/b73/nowhereman716/MillenniumCityLayout.jpg
1. Bradbury International Airport
2. Millennium City Light and Power
3. Millennium City Water Refinery
4. Hamilton Museum of History
5. Fort Gill
6. Goodwin Stadium
7. Fradon House Mission
8. The Daily Pioneer
9. Lee and Ditko Towers
10. Wolfman Incorporated
11. O'Neil and Adams Limited
12. Lieber Plaza
13. Siegel Civic Center
14. Millennium Tower
15. The Hotel Royale
16. Shamrock Enterprises
17. CometCorp
18. Romita Industries
19. The Thinker
20. Steelgate Prison
Andy C.
11-04-2007, 06:13 PM
Dude, I am in AWE of how much effort you are putting into this.
Question: where is the political center of Millenium City located?
Lieber Plaza, in the middle of Hypopolis. The landmarks map I just put up should help.
(By the by, yes, everything with a name is a reference to a specific Silver Age writer, artist, comic, or inspiration. The only exception to this is anything related to 'Stan Shamrock,' who'll be an important NPC. Oh, and the Thinker; that's just something I thought was funny when I was writing all this up.)
Eddie Brock
11-04-2007, 06:14 PM
EDIT: I see now. :yay:
On an unrelated note: I have no clue how you are going to have AGM's, Andy. This thing is your birthchild, and you've put so much thought into it that it doesn't seem possible for anyone else to do it justice.
Andy C.
11-04-2007, 06:18 PM
AGMs will figure into it the same way they do in other RPGs. Their job will be to accept/decline applications, maybe prod at players if they're inactive for too long, update the rosters, and make sure everyone's keeping in character. They'd also have a hand in revising the rulebook if there are issues with balancing the powers and Classes.
Eddie Brock
11-04-2007, 06:19 PM
AGMs will figure into it the same way they do in other RPGs. Their job will be to accept/decline applications, maybe prod at players if they're inactive for too long, update the rosters, and make sure everyone's keeping in character. They'd also have a hand in revising the rulebook if there are issues with balancing the powers and Classes.
Still, in order to approve people, they have to have a good handle at what characters fit into this Universe and what ones do not.
Andy C.
11-04-2007, 06:30 PM
That'll hopefully be cleared up when the rest of the rulebook is done. Which shouldn't be too much longer.
Eddie Brock
11-04-2007, 06:43 PM
That'll hopefully be cleared up when the rest of the rulebook is done. Which shouldn't be too much longer.
I'm waiting anxiously! :woot:
Andy C.
11-04-2007, 08:13 PM
(Re-posted on this page so you don't have to back-track)
Okay, this thread has kinda gone dead for a bit, but I'm still working at the rulebook. In the meantime, here's a full layout of Millennium City:
MILLENNIUM CITY:
Located in the heart of New England, Millennium City is home to over six million people, both ordinary and extraordinary. It is the single most technologically advanced city on Earth, as well as the cleanest. Its people are typically friendly, and its industries are perpetually booming. However, the growing number of strange events taking place in and around the city may prove to make Millennium City a bit more dangerous than believed.
Centered on the island of New Athens, the city now covers four islands as well as several miles of the mainland, and is divided up into eight distinct boroughs:
http://i17.photobucket.com/albums/b73/nowhereman716/MillenniumCityBoroughs.jpg
Haneyville: Connected to the main island via the Olsen Memorial and B&B Cross-Town Bridges, Haneyville is a stretch of suburbia meant for those who wish for a quieter life outside of the hustle and bustle of the city. It's a nice peaceful middle-class haven, punctuated by the beautiful Adams Park and the Hamilton Museum of History.
Friedrichstown: Along the northern end of New Athens is Friedrichstown, a massive sprawling residential section of the city. This borough provides housing to most of the working class of Millennium City, many of whom work on the numerous Northern Docks or the countless other construction sites around the city. There are plenty of places for the blue collar workers to unwind, most noticeably Goodwin Stadium, home of Millennium City's currently-undefeated baseball team, the Comets. Also located in Friedrichstown is the old Fradon House Mission, where Miss Fradon still hires volunteers to do charity work throughout the city.
Alphabet City: Down along the western side of the island is a grid of residential blocks known simply as Alphabet City, due to virtually all of the streets being designated simply by letters rather than names. A massive achievement of urban renewal, Alphabet City was once the roughest slum on the East Coast, until billionaire industrialist Stan Shamrock put his fortunes into renovating the borough into a clean and efficient residential area. While there are no real remarkable landmarks inside the rows upon rows of uniform apartment complexes, Alphabet City is conveniently adjacent to the most beautiful place on the whole island, Weisenger Park.
New Bohemia: Shortly following the onset of the Cold War, a counter-culture revolution began that resulted in the birth of the 'beat' generation. In Millennium City, these artists and artisans carved out a community for themselves in a village they christened 'New Bohemia.' Since then, it has become a fixture of the city, home to countless theaters, jazz clubs, art galleries, and street performers of virtually all kinds (particularly in and around Schwartz park). While it can be a fairly rough place after dark, nowhere else on the Eastern Seaboard has the unique character and style of New Bohemia, and the people who live there thrive on it.
Hypopolis: By far the most techno-centric part of the city, the borough of Hypopolis is awe-inspiring to those who have never seen it before. Gleaming skyscrapers jut into the clouds, the spires of the massive Lee and Ditko Towers impossible to see from the ground on a cloudy day. This borough is the pulse of Millennium City, with row after row of technological firms such as Wolfman Incorporated or corporations like O'Neil and Adams Limited, and the city's official newspaper, the Daily Pioneer. This is also the political center of the town, with the state Capital and Courthouse located at the impressive Lieber Plaza. And while the average tourist may not be wowed by the proceedings inside these impressive buildings, there is still plenty of entertainment to be found at the massive sports arena known as the Siegel Civic Center.
The Bricks: Unfortunately, not all of Millennium City has been renovated, as seen by the sprawling slums along the south and east sides of New Athens, an area simply known as 'The Bricks.' Life is tough for the lower-class men and women who live here, as they scrape by to make a living outside of the nicer boroughs. Gang violence and organized crime are still rampant in the Bricks, and matters are not helped by the unsettling number of policemen who seem to be in on the take. While the good people within this borough are either paid off or knocked off, it is unlikely that the Bricks will ever catch up with the rest of Millennium City.
Kirby Island: On the other side of the Journey Bridge across from the Bricks is Kirby Island, a rather strange section of city that has become home to a scientific community that somewhat mirrors the artists of New Bohemia. While the rival scientific firms CometCorp and Romita Industries hire most of the inventors, chemists, physicists, and thousands of other scientists who populate the island, most of the ideas coming out of the community have very little to do with company projects. Described by the Daily Pioneer as "Mad Science gone good," any day on Kirby Island sees countless wild contraptions being tested out on the rooftops of apartment blocks, mind-boggling equations written out as street graffiti, or revolutionary theories being discussed over a few rounds of drinks down at The Thinker.
Steranko Island: A massive facility shared by the Army, Navy, Air Force, and NASA, Steranko Island is home to Fort Gill, where countless projects are tested by the U.S. Government in order to protect American citizens from the growing threats of the Cold War. The actual details of these tests are, of course, strictly classified.
Binder Island: Accessible only by boat, Binder Island is known for only one thing: Steelgate Prison, where Millennium City's worst offenders spend their time after being brought to justice.
Andy C.
11-04-2007, 08:15 PM
(Also re-posted from the last page)
LANDMARKS:
http://i17.photobucket.com/albums/b73/nowhereman716/MillenniumCityLayout.jpg
1. Bradbury International Airport
2. Millennium City Light and Power
3. Millennium City Water Refinery
4. Hamilton Museum of History
5. Fort Gill
6. Goodwin Stadium
7. Fradon House Mission
8. The Daily Pioneer
9. Lee and Ditko Towers
10. Wolfman Incorporated
11. O'Neil and Adams Limited
12. Lieber Plaza
13. Siegel Civic Center
14. Millennium Tower
15. The Hotel Royale
16. Shamrock Enterprises
17. CometCorp
18. Romita Industries
19. The Thinker
20. Steelgate Prison
Andy C.
11-06-2007, 01:48 AM
Okay, still working on this thing. What started as a simple application has become a life-consuming leviathan in terms of all the stuff I'm tinkering with, but I think it's going to be worth it when it all goes up.
But just to make sure the thread doesn't die off between now and then, here's the Villain classes!
VILLAIN CLASSES:
OVERLORD:
The most imposing Villains, Overlords are able to bend others to their will by their sheer presence. They are well-rounded with most Stats, but stand out with their high Charisma. They find it much easier to terrify the masses before even beginning to enact their nefarious deeds. However, they are also the most haughty of all Villains, and this unchecked ego makes them vulnerable.
Stat Bonus: +1 Charisma per Level
Class Strength: Dread Presence
An Overlord instills an overwhelming sense of fear in those who are unprepared. This can lead to any potential Hero in his/her way to suffer great disadvantages in battle, or even flee altogether.
-A Hero with a Spirit that is 5+ points less than the Overlord will take a -2 penalty to his/her highest Stat.
-As long as the Overlord is conscious, a Champion can only use the effects of the ‘Heroic Aura’ Strength on one Hero or Villain in the area.
Class Weakness: Arrogance
So sure are the Overlords in their fearsome personae that they give off, they often over-estimate their own abilities. This can often lead to an Overlord biting off more than he/she can chew and getting overwhelmed by opposing Heroes.
-An Overlord will not flee from a battle unless he/she is facing at least 2x as many Heroes as Villains, or a Hero at least 3 Levels higher.
Marauder:
Hot-headed and frighteningly aggressive, Marauders wreak havoc upon Millennium City by attacking Heroes wildly. They are vicious but narrow-minded, with a high Spirit and a low Wisdom. Unpredictable due to their tempers, Marauders are always Villains to keep an eye on, because there is very little telling what they will do next.
Stat Bonus: +1 Spirit per Level, -2 Wisdom (Penalty is reduced by 1 every 5 Levels)
Class Strength: Mean Streak
A Marauder gets a thrill from rendering his/her enemy helpless. The rush of battle can drive these Villains to extreme acts of cruelty, or keep them from going down.
-When attacking, a Marauder may choose to receive either a +1 Strength or Potency, or a +2 Spirit (NOTE: this works ONLY when the Marauder is on the attacking side, not defending)
Class Weakness: Seeing Red
Sometimes, a Marauder’s own aggression is his/her downfall. They are much more likely to attack Heroes even when there is very little chance of succeeding. Their hot-blooded nature can often get Marauders in over their heads.
-A Marauder is compelled to attack Heroes, even when it would be smarter to avoid a confrontation.
Mad Scientist:
Greedy or often demented, Mad Scientists use their amazing intellects for their own good, turning their inventions against the people of Millennium City. They have a high Intelligence, but low Strength. Be it volatile potions, giant robots, or crazy gadgets, the Mad Scientist can think of countless ways to wreak havoc. On the other hand, their relative frailty makes them fairly vulnerable if their catastrophic contraptions fail them.
Stat Bonus: +1 Intelligence per Level, -2 Intelligence (Penalty is reduced by 1 every 5 Levels)
Class Strength: Fiendish Intellect
Their minds constantly thinking up new ways to wreak havoc with technology, Mad Scientists find it much easier to invent their nefarious devices.
-Gadgets only cost ½ as many Ranks for a Mad Scientist
-Mad Scientists can invent new Gadgets and devices not found in the rulebook (pending approval from GM)
Class Weakness: Strong Mind, Weak Back
While they hold the advantage in terms of brains, Mad Scientists have little to offer in terms of brawn. Without their Gadgets at their disposal, they are extremely vulnerable.
-A Mad Scientist under Level 5 cannot possess Super-powers or use Magic Items
-Once the penalty has been reduced at Level 5, a Mad Scientist can use Super-powers or Magic Items at 2x the cost in Ranks.
Warlock:
Masters of the weird and supernatural, Warlocks attempt to achieve more power through mystical means. They have a high Potency with a low Strength. Their thirst for power may lead to bizarre rituals, hunting forbidden lore, digging up forgotten artifacts, and otherwise perverting the natural order of things. Unfortunately, their magic is all that protects a Warlock from opposition.
Stat Bonus: +1 Potency per Level, -2 Strength (Penalty reduced by 1 every 5 Levels)
Class Strength: Dark Artistry
By tapping into the ethereal planes, a Warlock can advance easily in the mystic arts.
-Magical Items cost only ½ as many Ranks for a Warlock.
Class Weakness: Magical Decay
Delving deeply into the supernatural realm may enhance a Warlock’s powers, but it leaves his/her physical shell weakened. This leaves Warlocks vulnerable when their magic fails them.
-Warlocks under Level 5 cannot possess Super-powers or use Gadgets
-Once the penalty has been reduced at Level 5, a Warlock can use Gadgets and Super-powers at 2x the cost in Ranks
Brute:
Hulking engines of destruction, Brutes terrify the populace by smashing anything and everything in their paths. They typically have a very high Strength with a low Intelligence. A Brute is about as subtle as a freight train, attempting to mow down anyone who opposes them. Unfortunately, this also makes them easy to outmaneuver and outsmart.
Stat Bonus: +1 Strength per Level, -2 Intelligence (Penalty reduced by 1 every 5 Levels)
Class Strength: Frenzy
When a Brute is confronted with multiple Heroes, the phrase “bull in a China shop” comes to mind. They receive a massive rush, making them even more dangerous and unpredictable.
-A Brute, when facing at least 2x as many Heroes as Villains present, can triple his/her Strength for 1 turn or use 1 Strength-related Super-power that he/she does not currently possess (NOTE: This can only be done once per battle.)
Class Weakness: Mindless Rampage
Although the sudden surge in power makes a Frenzied Brute far stronger, the increased aggression means that the Brute also loses control of his/her actions. This can leave him/her open for counter-attack.
-After using Frenzy, a Brute will “black out” for a turn, meaning the player loses control of the character. With the player’s permission, the character may be used as an NPC for another player or utilized by the GM for 1 post. This can lead to dire consequences depending on the situation.
Speed Demon:
Moving at break-neck speed, these Villains use their incredible velocity and lightning-fast reflexes to avoid justice. They typically have a high Speed but a low Spirit. Too fast for many Heroes to handle, Speed Demons can outmaneuver virtually anything coming their way. However, they’re also known to be the first to run out of steam.
Stat Bonus: +1 Speed per Level, -2 Spirit (Penalty reduced by 1 every 5 Levels)
Class Strength: Acceleration
Loving a challenge, Speed Demons get an extra rush when squaring off against Heroes, especially Speedster.
-When facing a Hero at least 2 Levels higher or a Speedster within 3 Levels higher or lower to his/her own, a Speed Demon may triple his/her Speed for 1 turn or use 1 Speed-related power that he/she does not currently possess (NOTE: this can only be used once per battle)
-Class Weakness: Burnout
The burst of Acceleration may greatly boost a Speed Demon’s abilities, but the Villain quickly runs out of fuel. This leaves him/her vulnerable for counter-attack.
-After using the Acceleration Strength, the Speed Demon will be drained of energy and immobilized for 1 turn.
Mastermind:
At the heart of countless evil plots lurks a Mastermind, a Villain whose keen mind is always at work towards his/her maniacal goals. They are known for their high Wisdom but low Charisma. Masterminds know what they want, how to get it, and how to crush those capable of stopping them, with every detail meticulously planned in advanced. However, this leads to other Villains distrusting them, and can cause rifts in any possible Villain team-up.
Stat Bonus: +1 Wisdom per Level, -2 Charisma (Penalty reduced by 1 every 5 Levels)
Class Strength: Master Plan
Very little escapes the Mastermind’s plots, including Heroes that may stand in the way. Calculating possible interference, a Mastermind may catch his/her enemies off-guard with a carefully hidden secret weapon or trap, putting the Heroes in even more peril.
-If a Mastermind knows what Hero he/she may be facing in advance, then he/she may enact a ‘Deus ex machina’ device to cripple that particular Hero in the middle of a battle. This plan does not need to be disclosed in earlier posts, but requires approval from the GM first.
Class Weakness: Off-putting
They say there is no honor among thieves, and that goes double for Super-Villains. Masterminds may organize and command Villain team-ups, but their perfectionist attitudes can lead to other Villains distrusting them, so they may often have trouble keeping the rank and file in line.
-A Mastermind under Level 5 takes a -4 Charisma Penalty when in a leadership position.
-When the penalty is reduced at Level 5, the Mastermind still takes a -3 Charisma penalty when leading a Villain team-up. This can be reduced by 1 by “making examples” out of troublemakers or by other means (which require approval from the GM)
Eddie Brock
11-06-2007, 02:22 PM
Another addition, another notch of excitement for me! :woot:
Catman_prb
11-06-2007, 02:24 PM
Another addition, another notch of excitement for me! :woot:
:dry: Calm yourself sir. I just wait in anticipation...
Eddie Brock
11-06-2007, 04:15 PM
:dry: Calm yourself sir. I just wait in anticipation...
Quiet you! Don't make Conner b****-slap Cassie! :cmad:
Saved
11-06-2007, 07:47 PM
Well first Cassie would have to do something...:o
Eddie Brock
11-06-2007, 07:50 PM
Well first Cassie would have to do something...:o
Well, Conner's been back for a good 40 minutes and Cass hasn't put sex on the table. That's enough for me! :o:cmad:
Catman_prb
11-07-2007, 11:57 AM
Damn...knew id forgotten something
Eddie Brock
11-07-2007, 11:58 AM
Damn...knew id forgotten something
:woot:
Catman_prb
11-07-2007, 12:01 PM
Meh...we have to sort out Bizarro first...its kind of innappropriate to do it in front of your cloned cousin.
Eddie Brock
11-07-2007, 12:05 PM
Meh...we have to sort out Bizarro first...its kind of innappropriate to do it in front of your cloned cousin.
Speaking of which, what the Hell happened? Everyone just stopped posting. :csad:
(We're so highjacking this thread, but at least it keeps it alive.)
Catman_prb
11-07-2007, 12:16 PM
Indeed it is. I would make a post, but im not sure whats happening. Is Bizarro trying to join, and Bart trying to get him help attack HIVE?
Byrd Man
11-07-2007, 01:06 PM
Indeed it is. I would make a post, but im not sure whats happening. Is Bizarro trying to join, and Bart trying to get him help attack HIVE?
Yeah, Spike said he's been real busy with midterms this week. He'll post ASAP.
Andy C.
11-09-2007, 01:43 PM
This doesn't really have anything to do with the game itself per se, but I found a cartoon on Newgrounds that almost perfectly fits the mood of what I'm going for:
http://www.newgrounds.com/portal/view/248178
Eddie Brock
11-09-2007, 01:46 PM
This doesn't really have anything to do with the game itself per se, but I found a cartoon on Newgrounds that almost perfectly fits the mood of what I'm going for:
http://www.newgrounds.com/portal/view/248178
I can see what you're getting at there. :up:
(Man...Newgrounds...that brings up memories.)
Andy C.
11-11-2007, 04:03 PM
Okay, it's nearly done. Finished the Strengths/Weaknesses, Super-Powers, and Gadgets. All that's left is to do Magic Items, and that shouldn't take particularly long.
With a little luck, it'll be done by tomorrow.
twylight
11-11-2007, 05:02 PM
Dude....you need to make a book on this RPG..o.O
*smells a real classic*
Apprentice
11-11-2007, 05:05 PM
With the effort you've put into this, and with the stuff you've posted of such a high quality...I can tell this has great potential.
Eddie Brock
11-11-2007, 05:15 PM
Okay, it's nearly done. Finished the Strengths/Weaknesses, Super-Powers, and Gadgets. All that's left is to do Magic Items, and that shouldn't take particularly long.
With a little luck, it'll be done by tomorrow.
Some day, with a little luck, and a tiny pinch of magic, all your dreams will come true!
:woot:
Andy C.
11-12-2007, 03:32 PM
It's done...finally! I'll post it in its entirety once we get to the next page. Hope nobody minds if I spam a little to save time.
Andy C.
11-12-2007, 03:33 PM
Yup, just trying to get to the next page.
Andy C.
11-12-2007, 03:33 PM
Which shouldn't be much longer now.
Andy C.
11-12-2007, 03:34 PM
Here we go.
Blacklight
11-12-2007, 03:36 PM
No siree, not much longer at all.
That's a good way to boost your post count.:woot:
Bruce Wayne
11-12-2007, 03:38 PM
I'll help with that. :up:
Andy C.
11-12-2007, 03:40 PM
And here it is! In all its glory! Now if you'll excuse me, I'm going to go lie down and cry.
A NEW FRONTIER:
The Silver Age RPG
It's midway through the 20th Century, and the citizens of the gleaming Millennium City bear witness to a dazzling meteor shower. However, what they don't know is that the few meteorites that impacted on Earth have more to them than meets the eye. When some are recovered by the government, it's made public that some of the meteorite specimens have caused incredible mutations to those who come into contact with them! Many of these super-humans are put to work by the United States for public service, but the true extent of the "Meteor Men's" abilities is yet to be seen...as are their loyalties in the ever-escalating Cold War...
Meanwhile, authorities all across the world are astonished at the increasing number of Unidentified Flying Objects sighted over Earth's major cities. While these sightings are usually dismissed as paranoia about Soviet satellites or more strange meteors or the like, certain circles are taking the talk much more seriously.
Elsewhere, the Space Race has led to fantastic technological advances in virtually every field of applied sciences. Inspired by Einstein and his contemporaries, more and more scientists and inventors are pushing the limits of human ingenuity. While there are some who question the possible side effects of these experiments, there are few who stand in the way of scientific ambition.
All around the world, strange and remarkable events have begun occurring. Unbeknownst to all, the most truly unbelievable events have only been set in motion. As a new day begins on the planet Earth, the sun has just begun to rise on Millennium City...
MILLENNIUM CITY:
Located in the heart of New England, Millennium City is home to over six million people, both ordinary and extraordinary. It is the single most technologically advanced city on Earth, as well as the cleanest. Its people are typically friendly, and its industries are perpetually booming. However, the growing number of strange events taking place in and around the city may prove to make Millennium City a bit more dangerous than believed.
Centered on the island of New Athens, the city now covers four islands as well as several miles of the mainland, and is divided up into eight distinct boroughs:
http://i17.photobucket.com/albums/b73/nowhereman716/MillenniumCityBoroughs.jpg
Haneyville: Connected to the main island via the Olsen Memorial and B&B Cross-Town Bridges, Haneyville is a stretch of suburbia meant for those who wish for a quieter life outside of the hustle and bustle of the city. It's a nice peaceful middle-class haven, punctuated by the beautiful Adams Park and the Hamilton Museum of History.
Friedrichstown: Along the northern end of New Athens is Friedrichstown, a massive sprawling residential section of the city. This borough provides housing to most of the working class of Millennium City, many of whom work on the numerous Northern Docks or the countless other construction sites around the city. There are plenty of places for the blue collar workers to unwind, most noticeably Goodwin Stadium, home of Millennium City's currently-undefeated baseball team, the Comets. Also located in Friedrichstown is the old Fradon House Mission, where Miss Fradon still hires volunteers to do charity work throughout the city.
Alphabet City: Down along the western side of the island is a grid of residential blocks known simply as Alphabet City, due to virtually all of the streets being designated simply by letters rather than names. A massive achievement of urban renewal, Alphabet City was once the roughest slum on the East Coast, until billionaire industrialist Stan Shamrock put his fortunes into renovating the borough into a clean and efficient residential area. While there are no real remarkable landmarks inside the rows upon rows of uniform apartment complexes, Alphabet City is conveniently adjacent to the most beautiful place on the whole island, Weisenger Park.
New Bohemia: Shortly following the onset of the Cold War, a counter-culture revolution began that resulted in the birth of the 'beat' generation. In Millennium City, these artists and artisans carved out a community for themselves in a village they christened 'New Bohemia.' Since then, it has become a fixture of the city, home to countless theaters, jazz clubs, art galleries, and street performers of virtually all kinds (particularly in and around Schwartz park). While it can be a fairly rough place after dark, nowhere else on the Eastern Seaboard has the unique character and style of New Bohemia, and the people who live there thrive on it.
Hypopolis: By far the most techno-centric part of the city, the borough of Hypopolis is awe-inspiring to those who have never seen it before. Gleaming skyscrapers jut into the clouds, the spires of the massive Lee and Ditko Towers impossible to see from the ground on a cloudy day. This borough is the pulse of Millennium City, with row after row of technological firms such as Wolfman Incorporated or corporations like O'Neil and Adams Limited, and the city's official newspaper, the Daily Pioneer. This is also the political center of the town, with the state Capital and Courthouse located at the impressive Lieber Plaza. And while the average tourist may not be wowed by the proceedings inside these impressive buildings, there is still plenty of entertainment to be found at the massive sports arena known as the Siegel Civic Center.
The Bricks: Unfortunately, not all of Millennium City has been renovated, as seen by the sprawling slums along the south and east sides of New Athens, an area simply known as 'The Bricks.' Life is tough for the lower-class men and women who live here, as they scrape by to make a living outside of the nicer boroughs. Gang violence and organized crime are still rampant in the Bricks, and matters are not helped by the unsettling number of policemen who seem to be in on the take. While the good people within this borough are either paid off or knocked off, it is unlikely that the Bricks will ever catch up with the rest of Millennium City.
Kirby Island: On the other side of the Journey Bridge across from the Bricks is Kirby Island, a rather strange section of city that has become home to a scientific community that somewhat mirrors the artists of New Bohemia. While the rival scientific firms CometCorp and Romita Industries hire most of the inventors, chemists, physicists, and thousands of other scientists who populate the island, most of the ideas coming out of the community have very little to do with company projects. Described by the Daily Pioneer as "Mad Science gone good," any day on Kirby Island sees countless wild contraptions being tested out on the rooftops of apartment blocks, mind-boggling equations written out as street graffiti, or revolutionary theories being discussed over a few rounds of drinks down at The Thinker.
Steranko Island: A massive facility shared by the Army, Navy, Air Force, and NASA, Steranko Island is home to Fort Gill, where countless projects are tested by the U.S. Government in order to protect American citizens from the growing threats of the Cold War. The actual details of these tests are, of course, strictly classified.
Binder Island: Accessible only by boat, Binder Island is known for only one thing: Steelgate Prison, where Millennium City's worst offenders spend their time after being brought to justice.
LANDMARKS:
http://i17.photobucket.com/albums/b73/nowhereman716/MillenniumCityLayout.jpg
1. Bradbury International Airport
2. Millennium City Light and Power
3. Millennium City Water Refinery
4. Hamilton Museum of History
5. Fort Gill
6. Goodwin Stadium
7. Fradon House Mission
8. The Daily Pioneer
9. Lee and Ditko Towers
10. Wolfman Incorporated
11. O'Neil and Adams Limited
12. Lieber Plaza
13. Siegel Civic Center
14. Millennium Tower
15. The Hotel Royale
16. Shamrock Enterprises
17. CometCorp
18. Romita Industries
19. The Thinker
20. Steelgate Prison
Andy C.
11-12-2007, 03:41 PM
CHARACTER CREATION:
In order to join into the adventures in Millennium City, a player must first create a character to play. Whether he/she wishes to create a heroic defender or a malevolent terror, a powerful alien or a skilled vigilante, the player’s character can be determined by following these instructions.
BIO:
The first step in creating a character is deciding who he/she is. This includes the character’s Hero/Villain name, Secret Identity, Alignment, Backstory, and Supporting Cast.
Hero/Villain Name: As simple as it sounds. A Hero isn’t going to inspire confidence in the general public without a flashy moniker, nor is a Villain going to strike fear into the hearts of enemies by using a pedestrian name. In some cases, the title makes all the difference.
Secret Identity: When the Hero or Villain is not adventuring in costume, he/she surely has a real life in one way or another. The Secret Identity is the character’s real name, and what he/she does for a living, since the world of super-powered crime or crime-fighting usually does not typically pay very well. Unless he/she has already been outed in public, a character’s Secret Identity is something to be protected at all costs.
Alignment: In the world of Millennium City, a character’s true nature sticks out like a sore thumb in a cape. There is no real gray area when good and evil collide so openly, so the only options currently available are Hero and Villain.
Backstory: Naturally, a character must have some motivation for coming up with a gimmick and taking to the streets. The Backstory is exactly what it sounds like. This is the character’s life up until the current day, how his/her destiny came to be. A good part of what makes a Hero or Villain is justifying the past with the present.
Supporting Cast: No Hero or Villain can truly go it alone. Somewhere in his/her life are family, friends, and possibly loved ones. They are the ones a Hero is sworn to protect, or possibly those who drive a Villain to evil. Involving a character’s Supporting Cast can raise the stakes of any adventure.
STATS:
A Hero or Villain is defined not only by personality and abilities, but also by his/her own physical and mental attributes. While many of these attributes can be augmented by extraordinary means, he/she has still got to start somewhere. A character’s Stats include Strength, Speed, Intelligence, Wisdom, Spirit, Charisma, and Potency.
Starting players are assigned 30 Stat points to give their characters as they see fit, with 1 extra point awarded every 2 Levels. These are meant for the players to keep in mind while playing their characters, to remind them of their characters’ limitations and to avoid unfair advantages over other players.
Strength: a character’s ability to use physical force against resistance (i.e. lifting heavy objects, landing a particularly devastating blow, etc.)
Speed: how quickly the character moves, and how quickly he/she is able to react to stimuli
Intelligence: a character’s stored knowledge, and how easily he/she takes in and utilizes information
Wisdom: a character’s intuition, how quickly he/she can react to new situations or ‘read’ other characters
Spirit: a character’s ability to withstand physical pain, mental manipulation, etc.
Charisma: how a character makes an impression on other characters
Potency: a character’s ability to wield Magic Items or energy-centered Powers.
Certain Stats can be augmented by adding Ranks into specific Powers, Gadgets, or Magic Items. Such augmentations are explained in their respective sections.
LEVELS:
A character’s Level is a marker of how powerful and experienced he/she is. The longer a Hero or Villain fights the good fight, the more spectacular events involving the character, the more Levels he/she will gain.
All starting Heroes and Villains are set at Level 1. Upon advancing a Level, the player receives 10 Ranks to be assigned to the character’s Powers, Gadgets, or Magic Items as he/she sees fit. Every 2 Levels, the player also gains 1 Stat point.
Levels are awarded by the Game Master or Assistant Game Masters, depending on several factors, including:
-The number/scale of Events in which the character plays a role
-The number of other Heroes and Villains involved in Events
-Outstanding portrayal of a character
-Outstanding work in posts, both in and out of character
Gaining Levels is something to be decided by the GM and AGMs, not petitioned for by the players. Pestering the GM about is not only a waste of time, but likely a guarantee that the character will not be awarded at all (I don’t particularly expect that problem to arise, but I’ve had similar problems when running other RPGs on a different board)
Catman_prb
11-12-2007, 03:44 PM
Excellent!
Andy C.
11-12-2007, 03:49 PM
CLASSES:
A player determines his/her character's path by selecting its Class. While Classes do not necessarily determine a character's powers, they do determine how effective said powers may be, as well as how they can be used. Each Class has specific traits that affect one's powers/stats, as well as a specific Character Strength and Character Weakness (to be described in their respective section).
While a starting character may only pick one Class, a character of Level 5 or higher may start adding levels to different Classes. For example, if a player has gained 8 levels, he/she may choose to advance all 8 levels to the character's existing Class, or may put 5 Levels into the existing Class and 3 into another, or 2 into a second class and 1 into a third, and so on and so forth. Mixing Classes will result in a wider array of abilities, but will weaken said abilities' potential.
The list of potential classes may include:
HERO CLASSES:
Champion:
The most identifiably 'heroic' of the Hero classes, Champions serve their purpose by inspiring those around them. The best-rounded of the Classes in terms of abilities, they are distinct mainly due to their higher Charisma. They are fastest to gain the trust of the public, and suited to fill a leadership role in a hero team-up. The down-side of this is that being a well-known public figure makes a Champion's secret identity harder to keep secret.
Stat Bonus: +1 to Charisma per Level
Class Strength: Heroic Aura
The Champion's very presence has an uncanny effect on those around him, inspiring fellow heroes to greater acts of good and discouraging villains from their wicked ways.
-Villains facing a Champion get a Spirit penalty equal to 1/2 Champion's Level (ex: a Level 10 Champion takes 5 off of a Villain's Spirit)
-Heroes teaming with a Champion get a +1 to their highest Stat
Class Weakness: Public Pressure
Operating under the constant scrutiny from the very people he/she intends to protect, a Champion's position in the eyes of the public is very precarious indeed. Failing to live up to his/her image will shatter the trust the public has placed in the Champion. More importantly to the Champion, acting so openly generates a lot of interest in the Champion's true identity, which may place his/her loved ones at serious risk.
-Failing in a heroic act (i.e. losing a fight with a Villain, failing to prevent a Disaster, being publicly humiliated, etc.) will cancel all effects of the Heroic Aura, and the Champion cannot regain this Strength until he/she has reconciled for it (by defeating the Villain, stopping an even greater Disaster, etc.)
-A Champion must be especially careful in keeping his/her Secret Identity a secret. He/she must avoid spending too long in costume, or accidentally performing suspiciously heroic acts while out of costume, etc. A Champion who cannot successfully balance dual-identities may risk being blackmailed by shady organizations, or worse- having their loved ones attacked by retaliating Villains.
Avenger:
On the front lines of the battle between good and evil, an Avenger makes his mark by taking the fight directly to the enemies of Millennium City. Tenacious but short-sighted, they typically have a high Spirit, but low Wisdom. Avengers are the first to jump into the fray, and the last to go down if they can help it. On the down-side, their aggressive tendencies often get them into trouble with the authorities, who see them more as vigilantes than workers for the public good.
Stat Bonus: +1 Spirit per Level, -2 Wisdom (penalty is reduced by 1 every 5 Levels)
Class Strength: True Grit
An Avenger's determination to defeat the forces of evil propels him to go the extra mile in battle. Even when things look their darkest, an Avenger is able to grit his/her teeth and keep on fighting.
-As long as another Hero is still conscious in his presence, an Avenger cannot be knocked out or succumb to poison (NOTE: this does not count if there are multiple Avengers involved. In that case, it acts as a +2 Spirit bonus until there is only 1 Avenger standing)
Class Weakness: Loose Cannon
Since he/she acts primarily as a combatant rather than a public servant, an Avenger is typically treated by the police and the government as a danger to the community, and has to work harder to gain the public's trust. This also strains their ability to team up with other Heroes.
-The more collateral damage caused in a battle, the harder an Avenger will be pursued by Millennium City's authorities. Stopping a bank robbery may only result in a few officers trying to keep the Avenger from leaving the scene, while a super-powered duel that flattens several blocks will have agents of the CIA (or worse) pursuing the Avenger.
-In a team-up situation, the Avenger takes a -1 Charisma penalty and a -2 penalty if the Avenger is made a leader.
Gadgeteer:
Gifted inventors, Gadgeteers can come up with devices for virtually every scenario. Proponents of brains over brawn, they have a high Intelligence, but a low Strength. They are firm believers in having the right tool for the right job, and keep themselves prepared for anything. Unfortunately, if their inventions and gadgets fail them, Gadgeteers are left extremely vulnerable.
Stat Bonus: +1 Intelligence per Level, -2 Strength (penalty is reduced by 1 every 5 Levels)
Class Strength: Gear-Head
A Gadgeteer finds inventing new devices much easier than any other Hero. Therefore, he may have more varied or more powerful Gadgets at his/her disposal.
-Gadgets cost only 1/2 as many Ranks for a Gadgeteer.
-Gadgeteers can invent new Gadgets not found in the rulebook (pending approval from the GM)
Class Weakness: Technical Reliance
Though he/she may have the mental and imaginative prowess to handle situations, a Gadgeteer's other abilities are somewhat lacking. Therefore, his/her Super-powers and magical abilities are somewhat limited compared to the other Heroes.
-Super-powers and Magical Items cost 2x as many Ranks for a Gadgeteer.
Spell-Slinger:
Versed in the arts of magic, a Spell-Slinger is able to use his/her powers to make the impossible possible. They typically have a high Potency with a low Strength. They are more cosmically aware than other Heroes, and believe that the world is much larger and more encompassing than most suspect. Unfortunately, a Spell-Slinger is only as powerful as his/her magic, and if that is broken, then the Spell-Slinger is in trouble.
Stat Bonus: +1 Potency per Level, -2 Strength (Penalty reduced by 1 every 5 Levels)
Class Strength: Magical Mastery
Attuned to the ways of the other-worldly, Spell-Slingers are much more capable of creating and using Magic Items.
-Magic Items cost only ½ as many ranks for a Spell-Slinger
Class Weakness: Sorcerer’s Dependence
Despite their amazing abilities, Spell-Slingers cannot do much good without their magic. If a Spell-Slinger’s spells are countered or broken, he/she is left vulnerable.
-A Spell-Slinger under Level 5 cannot possess Super-powers
-Once the Strength penalty is reduced, Super-powers and Gadgets may be used, but at 2x the cost in Ranks.
Powerhouse:
The heavy-hitters among Heroes, Powerhouses are known for their incredible might. They typically have a very high Strength, with a low Intelligence. A Powerhouse will typically solve problems through sheer brute force, which makes them extremely potent--although often dangerous-- additions to any Hero team-up.
Stat Bonus: +1 Strength per Level, -2 Intelligence (Penalty reduced by 1 every 5 Levels)
Class Strength: Adrenaline Rush
When faced with odds too much for even his/her uncanny power to handle, a Powerhouse can suddenly receive a massive boost of energy, allowing him/her to perform feats of strength that would normally be impossible.
-When outnumbered by at least 2x as many Villains compared to Heroes present, or facing a Villain 3 or more levels above his/her own, a Powerhouse may double his/her Strength for 1 turn or use 1 Strength-related Super-power that he/she does not currently possess (NOTE: this can only be used once per battle)
Class Weakness: Meat-Head
Relying more on his/her own physical attributes; a Powerhouse is not exactly compatible with most technological or magical devices.
-Powerhouses under Level 5 may not use Gadgets or Magic Items of any sort.
-Once the Wisdom penalty has been reduced at Level 5, Gadgets and Magic Items may be used, but at 2x the cost in Ranks.
Speedster:
Fastest of all the Heroes, Speedsters use their amazing quickness to solve problems before others have time to react. They typically have a very high Speed, but a low Spirit. Capable of keeping Villains off-guard, a Speedster is a force to be reckoned with alone, and an incredibly valuable member of any team-up. Unfortunately, moving so quickly can lead to a sudden-and violent- stop if a Speedster is intercepted, making him/her relatively fragile.
Stat Bonus: +1 Speed per Level, -2 Spirit (Penalty reduced by 1 every 5 Levels)
Class Strength: Slow-Motion
Able to think as quickly as he/she moves, a Speedster can take in information as if the world were moving in slow-motion. This allows him/her opportunities to respond much more easily than any other Hero.
-Upon entering Slow-Motion, a Speedster is able to land attacks on a Villain without any opening for retaliation, or use 1 Speed-related Super-power that he/she does not already possess (NOTE: This can only be used once per battle, and does not work against other Speedsters or Speed-Demons)
Class Weakness: Sudden Stop
When a Speedster is hit while moving (i.e. attacked by a Villain, struck by debris, etc.), the impact is amplified tremendously due to his/her own speed. The jarring effect can stop the Speedster dead in their tracks, and leave him/her helpless.
-If a Speedster is unable to avoid being hit while running at speed, he/she is knocked unconscious for a turn, leaving him/her vulnerable to receive further damage.
Strategist:
Contemplative and levelheaded, the Strategist is always thinking ten steps ahead of everyone else. They are known for having high Wisdom, but low Charisma. Very little escapes their watchful eyes, and there are few things left off their contingency plans. Unfortunately, their very drive for perfection is what distances them from other Heroes.
Stat Bonus: +1 Wisdom per Level, -2 Charisma (penalty reduced by 1 every 5 Levels)
Class Strength: Prep-time
Never one to be caught off-guard, a Strategist knows his/her enemy very well. Going into a battle where the opponents are already known, a Strategist may enact certain contingency plans to bring his/her foes down with relative ease.
-If a Strategist knows the Villain that he/she is facing before the battle begins, then he/she may automatically enact a ‘deus ex machina’ against the villain without having to disclose the plan in earlier posts (though said plan should be approved first by the GM). This is especially effective if the Strategist has already faced said Villain before, or if the Villain has an obvious physical or psychological weakness.
Class Weakness: Paranoia
Believing himself/herself to be the only one that can be trusted, a Strategist often has extreme difficulty working with the authorities or other Heroes. This can lead to unnecessary conflict if the Strategist is part of a team-up.
-A Strategist takes a -2 Charisma penalty when working on a team, and a Strategist under Level 5 cannot be a team leader.
-Once the Charisma penalty has been reduced at Level 5, a Strategist may lead a Hero team-up, but at a -3 Charisma penalty.
Andy C.
11-12-2007, 03:51 PM
VILLAIN CLASSES:
OVERLORD:
The most imposing Villains, Overlords are able to bend others to their will by their sheer presence. They are well-rounded with most Stats, but stand out with their high Charisma. They find it much easier to terrify the masses before even beginning to enact their nefarious deeds. However, they are also the most haughty of all Villains, and this unchecked ego makes them vulnerable.
Stat Bonus: +1 Charisma per Level
Class Strength: Dread Presence
An Overlord instills an overwhelming sense of fear in those who are unprepared. This can lead to any potential Hero in his/her way to suffer great disadvantages in battle, or even flee altogether.
-A Hero with a Spirit that is 5+ points less than the Overlord will take a -2 penalty to his/her highest Stat.
-As long as the Overlord is conscious, a Champion can only use the effects of the ‘Heroic Aura’ Strength on one Hero or Villain in the area.
Class Weakness: Arrogance
So sure are the Overlords in their fearsome personae that they give off, they often over-estimate their own abilities. This can often lead to an Overlord biting off more than he/she can chew and getting overwhelmed by opposing Heroes.
-An Overlord will not flee from a battle unless he/she is facing at least 2x as many Heroes as Villains, or a Hero at least 3 Levels higher.
Marauder:
Hot-headed and frighteningly aggressive, Marauders wreak havoc upon Millennium City by attacking Heroes wildly. They are vicious but narrow-minded, with a high Spirit and a low Wisdom. Unpredictable due to their tempers, Marauders are always Villains to keep an eye on, because there is very little telling what they will do next.
Stat Bonus: +1 Spirit per Level, -2 Wisdom (Penalty is reduced by 1 every 5 Levels)
Class Strength: Mean Streak
A Marauder gets a thrill from rendering his/her enemy helpless. The rush of battle can drive these Villains to extreme acts of cruelty, or keep them from going down.
-When attacking, a Marauder may choose to receive either a +1 Strength or Potency, or a +2 Spirit (NOTE: this works ONLY when the Marauder is on the attacking side, not defending)
Class Weakness: Seeing Red
Sometimes, a Marauder’s own aggression is his/her downfall. They are much more likely to attack Heroes even when there is very little chance of succeeding. Their hot-blooded nature can often get Marauders in over their heads.
-A Marauder is compelled to attack Heroes, even when it would be smarter to avoid a confrontation.
Mad Scientist:
Greedy or often demented, Mad Scientists use their amazing intellects for their own good, turning their inventions against the people of Millennium City. They have a high Intelligence, but low Strength. Be it volatile potions, giant robots, or crazy gadgets, the Mad Scientist can think of countless ways to wreak havoc. On the other hand, their relative frailty makes them fairly vulnerable if their catastrophic contraptions fail them.
Stat Bonus: +1 Intelligence per Level, -2 Intelligence (Penalty is reduced by 1 every 5 Levels)
Class Strength: Fiendish Intellect
Their minds constantly thinking up new ways to wreak havoc with technology, Mad Scientists find it much easier to invent their nefarious devices.
-Gadgets only cost ½ as many Ranks for a Mad Scientist
-Mad Scientists can invent new Gadgets and devices not found in the rulebook (pending approval from GM)
Class Weakness: Strong Mind, Weak Back
While they hold the advantage in terms of brains, Mad Scientists have little to offer in terms of brawn. Without their Gadgets at their disposal, they are extremely vulnerable.
-A Mad Scientist under Level 5 cannot possess Super-powers or use Magic Items
-Once the penalty has been reduced at Level 5, a Mad Scientist can use Super-powers or Magic Items at 2x the cost in Ranks.
Warlock:
Masters of the weird and supernatural, Warlocks attempt to achieve more power through mystical means. They have a high Potency with a low Strength. Their thirst for power may lead to bizarre rituals, hunting forbidden lore, digging up forgotten artifacts, and otherwise perverting the natural order of things. Unfortunately, their magic is all that protects a Warlock from opposition.
Stat Bonus: +1 Potency per Level, -2 Strength (Penalty reduced by 1 every 5 Levels)
Class Strength: Dark Artistry
By tapping into the ethereal planes, a Warlock can advance easily in the mystic arts.
-Magical Items cost only ½ as many Ranks for a Warlock.
Class Weakness: Magical Decay
Delving deeply into the supernatural realm may enhance a Warlock’s powers, but it leaves his/her physical shell weakened. This leaves Warlocks vulnerable when their magic fails them.
-Warlocks under Level 5 cannot possess Super-powers or use Gadgets
-Once the penalty has been reduced at Level 5, a Warlock can use Gadgets and Super-powers at 2x the cost in Ranks
Brute:
Hulking engines of destruction, Brutes terrify the populace by smashing anything and everything in their paths. They typically have a very high Strength with a low Intelligence. A Brute is about as subtle as a freight train, attempting to mow down anyone who opposes them. Unfortunately, this also makes them easy to outmaneuver and outsmart.
Stat Bonus: +1 Strength per Level, -2 Intelligence (Penalty reduced by 1 every 5 Levels)
Class Strength: Frenzy
When a Brute is confronted with multiple Heroes, the phrase “bull in a China shop” comes to mind. They receive a massive rush, making them even more dangerous and unpredictable.
-A Brute, when facing at least 2x as many Heroes as Villains present, can triple his/her Strength for 1 turn or use 1 Strength-related Super-power that he/she does not currently possess (NOTE: This can only be done once per battle.)
Class Weakness: Mindless Rampage
Although the sudden surge in power makes a Frenzied Brute far stronger, the increased aggression means that the Brute also loses control of his/her actions. This can leave him/her open for counter-attack.
-After using Frenzy, a Brute will “black out” for a turn, meaning the player loses control of the character. With the player’s permission, the character may be used as an NPC for another player or utilized by the GM for 1 post. This can lead to dire consequences depending on the situation.
Speed Demon:
Moving at break-neck speed, these Villains use their incredible velocity and lightning-fast reflexes to avoid justice. They typically have a high Speed but a low Spirit. Too fast for many Heroes to handle, Speed Demons can outmaneuver virtually anything coming their way. However, they’re also known to be the first to run out of steam.
Stat Bonus: +1 Speed per Level, -2 Spirit (Penalty reduced by 1 every 5 Levels)
Class Strength: Acceleration
Loving a challenge, Speed Demons get an extra rush when squaring off against Heroes, especially Speedster.
-When facing a Hero at least 2 Levels higher or a Speedster within 3 Levels higher or lower to his/her own, a Speed Demon may triple his/her Speed for 1 turn or use 1 Speed-related power that he/she does not currently possess (NOTE: this can only be used once per battle)
-Class Weakness: Burnout
The burst of Acceleration may greatly boost a Speed Demon’s abilities, but the Villain quickly runs out of fuel. This leaves him/her vulnerable for counter-attack.
-After using the Acceleration Strength, the Speed Demon will be drained of energy and immobilized for 1 turn.
Mastermind:
At the heart of countless evil plots lurks a Mastermind, a Villain whose keen mind is always at work towards his/her maniacal goals. They are known for their high Wisdom but low Charisma. Masterminds know what they want, how to get it, and how to crush those capable of stopping them, with every detail meticulously planned in advanced. However, this leads to other Villains distrusting them, and can cause rifts in any possible Villain team-up.
Stat Bonus: +1 Wisdom per Level, -2 Charisma (Penalty reduced by 1 every 5 Levels)
Class Strength: Master Plan
Very little escapes the Mastermind’s plots, including Heroes that may stand in the way. Calculating possible interference, a Mastermind may catch his/her enemies off-guard with a carefully hidden secret weapon or trap, putting the Heroes in even more peril.
-If a Mastermind knows what Hero he/she may be facing in advance, then he/she may enact a ‘Deus ex machina’ device to cripple that particular Hero in the middle of a battle. This plan does not need to be disclosed in earlier posts, but requires approval from the GM first.
Class Weakness: Off-putting
They say there is no honor among thieves, and that goes double for Super-Villains. Masterminds may organize and command Villain team-ups, but their perfectionist attitudes can lead to other Villains distrusting them, so they may often have trouble keeping the rank and file in line.
-A Mastermind under Level 5 takes a -4 Charisma Penalty when in a leadership position.
-When the penalty is reduced at Level 5, the Mastermind still takes a -3 Charisma penalty when leading a Villain team-up. This can be reduced by 1 by “making examples” out of troublemakers or by other means (which require approval from the GM)
Andy C.
11-12-2007, 03:51 PM
NOTE:
The following sections are still currently incomplete, as this is still the first build of the game system. For the purposes of getting the RPG approved, I have tried to supply enough examples to get a working system going, but this is by no means the be-all-end-all. Suggestions for new Strengths/Weaknesses, Powers, Gadgets, and Magic Items are more than welcome from prospective players, and many more will be added as the game is updated.
STRENGTHS AND WEAKNESSES:
Not all Heroes and Villains are created equal. While physical Stats and various abilities define what a character is capable of doing, the character’s Strengths and Weaknesses are what make him/her unique. These are certain quirks in a character’s personality that may give him/her certain advantages or disadvantages in various scenarios. Some of these are Major, which can be crucial in deciding a story’s outcome, while some are Minor, and factor relatively less. 1 Major Strength must be matched with either 1 Major or 2 Minor Weaknesses, and vice versa. Certain Strengths contradict with certain Weaknesses, and cannot be used together.
Starting characters may take up to 3 Major Strengths and Weaknesses, or any equivalent in Major/Minor ones. New Strengths and Weaknesses can be gained once every 3 Levels, and also may be awarded to the character by the GM, depending on how the game progresses (ex: a character may use a certain weapon or Gadget so often that he/she is later awarded the “Specialist” Strength for it)
These traits are primarily used for the purposes of role-playing, so each individual character feels distinct. A player should keep the character’s Strengths and Weaknesses in mind, as ignoring them can cause a character to miss out on awards from the GM.
Major Strengths:
Fearless- The character has nerves of steel, and is virtually impossible to intimidate or frighten (cannot be matched with “Yellow-Bellied”)
Lucky- The character always seems to have extremely favorable twists of fate (cannot be matched with “Unlucky”)
Specialist- The character is extremely adept with one particular weapon of choice (NOTE: player must specify)
Hardy- The character is able to withstand amounts of punishment far beyond what would be considered normal for his/her standard (NOTE: cannot be matched with “Fragile”)
Sneaky- The character is able to move silently and deftly, able to avoid detection (NOTE: be matched with “Clumsy”)
Inspiration- The character is able to motivate others through his/her own actions, making the group as a whole more difficult to defeat.
Quick Learner- The character’s instincts make it easy for him/her to handle new things, such as handling Super-powers, utilizing new Gadgets, speaking new languages, etc.
Minor Strengths:
Zen- The character is able to handle his/her own emotions, and is at a state of peace and calm, even when under dangerous circumstances. (Cannot be matched with “Hot-Headed”)
Good Looks- The character has an advantage in gaining influence over others, purely on his/her physical appearance (cannot be matched with “Ugly”)
Steel Trap Mind- The character has intense focus, and is almost impossible to distract from the task at hand (cannot be matched with “Flaky”)
Streetwise- The character knows the layout of Millennium City, either through various connections or experience in the city (cannot be matched with “Out-of-Towner”)
Silver Tongue- The character is a gifted persuader, and can talk his/her way out of virtually any situation.
Major Weaknesses:
Achilles’ Heel- The character has an obvious physical weakness, which can easily be exploited (NOTE: player must specify)
Yellow-Bellied- The character is a coward at heart, easily frightened or intimidated by others (cannot be matched with “Fearless”)
Hot-Headed- The character is extremely emotional, and therefore is quick to anger or break down in despair, etc (cannot be matched with “Zen”)
Enemy- The character has a standing rivalry with another Hero/Villain, and is propelled to defeat him/her regardless of the cost (player must specify)
Unlucky- The character seems to have the deck stacked against him/her, as fate never seems to work in the character’s favor (cannot be matched with “Lucky”)
Fragile- The character cannot withstand as much damage as would be normal, and therefore is more liable to be incapacitated in battle (cannot be matched with “Hardy”)
Vow- The character has sworn an oath to himself/herself, and is driven solely to fulfilling that oath (character must specify)
Clumsy- The character moves like a landslide, constantly knocking things over or otherwise fumbling, which can prove disastrous in dangerous situations (cannot be matched with “Sneaky”)
Real Life- The character’s life out-of-costume is continually cutting into his/her work in the field.
Guilty Conscience- The character is troubled by past deeds, and can easily be exploited thus.
Control Issues- The character has difficulty controlling his/her abilities, and can prove just as dangerous to allies as enemies.
Minor Weaknesses:
Ugly- The character’s disturbing visage puts others ill at ease, making it difficult for him/her to gain influence over others when it is needed (cannot be matched with “Good Looks”)
Kid- The character’s young age makes it difficult for him/her to be taken seriously.
Flaky- The character has a short attention span, making it difficult for him/her to focus on the task at hand (cannot be matched with “Steel Trap Mind”)
Unflinching- The character is so stubborn about his/her beliefs that it is impossible to shake the character from them, even when is obvious that he/she is wrong.
Out-of-Towner- The character is new to Millennium City, and therefore has not learned the ways of the city (cannot be matched with “Streetwise”)
Eddie Brock
11-12-2007, 03:57 PM
Wow...I can see my character coming together now. I'll read through all of this when I have more time!
And just so everyone knows, with Andy C.'s approval a while back, my character is the newly-elected Mayor of Millenium City. :yay:
Blacklight
11-12-2007, 03:58 PM
Wow...I can see my character coming together now. I'll read through all of this when I have more time!
And just so everyone knows, with Andy C.'s approval a while back, my character is the newly-elected Mayor of Millenium City. :yay:
Is he a superhero? That'd be cool.
Andy C.
11-12-2007, 03:59 PM
SUPER-POWERS:
Whether it through calamity or destiny, several people around the world of Millennium City have come into the possession of extraordinary abilities. Regardless of the means, many of these men and women have put their newfound Super-powers to use, either as Heroes or Villains.
Super-Powers are abilities that are non-magical in nature, yet still allow characters to do things that would otherwise be impossible. The actual extent of these Powers is determined by the amount of Ranks a player puts towards them. The more Ranks invested in a Power, the greater the ability.
Starting characters get 50 Ranks to distribute, and are awarded an additional 10 upon gaining a Level. Some more advanced Powers require a certain amount of Ranks placed first into a prerequisite Power to unlock.
NOTE: In determining the actual extent of a character’s Power, players may occasionally need to refer to equations that involve the variables R or Y. In all cases, R is always equal to the amount of Ranks placed into that particular Power, and Y correlates directly to R. Y can always be found by consulting this chart:
1-5 Ranks: Y= 2
6-10 Ranks: Y= 5
11-15 Ranks: Y= 10
16-20 Ranks: Y= 25
21-25 Ranks: Y= 50
26-30 Ranks: Y= 100
31-35 Ranks: Y= 500
36-40 Ranks: Y= 1,000
41-45 Ranks: Y= 5,000
46-50 Ranks: Y= 10,000
BASIC PHYSICAL POWERS:
Enhanced Strength- The character is able to use force against incredible resistance, far beyond the means of normal human limitations. The character’s maximum strength is (SxRxY) lbs., where S= the character’s base Strength stat.
(Example: a Hero may have a Strength of 20, with 15 Ranks into Enhanced Strength, meaning that Y=10. Therefore, [SxRxY] is [20x15x10], meaning that the Hero would be able to lift a maximum of 3,000 pounds)
Enhanced Speed- The character is able to move far more quickly than normal human limitations. The character’s maximum speed is (SpxRxY) miles per hour, where Sp= the character’s base Speed stat:
(Example: a Hero may have a Speed of 10, with 13 Ranks into Enhanced Speed, meaning that Y= 10. Therefore, [SpxRxY] is [10x13x10], meaning that the Hero’s maximum speed is 1300 miles per hour)
Enhanced Endurance- The character is unnaturally durable, able to survive damage that could possibly cripple or kill a normal human. His/her body is its own armor, deflecting or absorbing extraordinary stress. The limit of the character’s endurance is determined by the following:
1-10 Ranks: Withstand Minor Injuries (cuts and bruises, 1st and 2nd Degree burns, etc)
11-26 Ranks: Withstand Major Injuries (punctures, broken bones, 3rd Degree burns, etc)
25+ Ranks: Limited Invulnerability*
*Limited Invulnerability depends on the equation (S+[3xE]xR), where S= the character’s Strength, and E= the character’s Spirit. Potential Damage (figured out by default equations) must be weighed against the total number; if the Damage total is less than the Endurance total, the Damage is ignored. However, although the character will not be hurt, he/she will still be knocked backwards.
(Ex: A Villain with a Strength of 10 and 11 Ranks into Enhanced Strength is attacking a Hero, and using the equation [SxRxY] yields a result of 1,100. The Hero’s Strength is 12 and Spirit is 17, with 26 Ranks into Enhanced Endurance. Using the equation [S+{3xE}xR] yields a result of 1,421. Therefore, the Hero is not hurt by the Villain’s attack.)
Enhanced Senses- The character’s ability to see, hear, smell, feel, or taste is amplified. Each Rank placed into this Power is an increment equal to the peak of human sensory perception. That is to say, placing (R) amount of Ranks into Enhanced Senses will give a character senses (R) times as good as a regular human.
Size Manipulation- The character is capable of making himself/herself larger or smaller (player must specify; each one counts as a separate power). By enlarging, the character can grow up to (Rx10) feet tall. By shrinking, the character can reduce himself to (1/[Rx10]) his/her normal size.
(Ex: A Hero with 10 Ranks into Size Manipulation [Enlarge] can grow to 100 feet. Conversely, a Hero with 10 Ranks into Size Manipulation [Shrink] can reduce down to 1/100th his/her normal size)
Shape Manipulation- The character is capable of morphing his/her body into alternate forms. This can be the ability to assume other people’s appearances, the ability to assume pre-set forms specializing in 1 specific area, or complete physical elasticity. The extent of a character’s shape-changing power is determined by the amount of Ranks placed into the Power:
1-10 Ranks: character can impersonate up to (Rx2) different people.
11-20: character can assume a Stat-specific alternate form, gaining a boost of (R) to that Stat for (R/4) turns (NOTE: always round down).
20+ Ranks: character attains complete elasticity, capable of stretching his/her body up to (Rx2) feet, and dodging up to (R) attacks at once.
(Ex: A Hero with 15 Ranks into Shape Manipulation can impersonate up to 30 different people, or assume a form to boost his/her Strength by 15 for 3 turns.)
BASIC MENTAL POWERS:
Telepathy- The character is able to extend his/her mind to reach others, allowing the character to read thoughts and project his/her own. With this Power, the character can communicate with (R) people at a time, and can resist more advanced Psionic attacks with a power of (IxRxY), where I= the character’s Intelligence.
Telekinesis- The character’s mind is capable of affecting the physical world, allowing him/her to manipulate surrounding objects. With Telekinetic abilities, the character is capable of lifting and controlling objects up to a maximum of (IxRxY) pounds, where I= the character’s Intelligence.
(Ex: a Hero may have an Intelligence of 14, with 12 Ranks into Telekinesis. Therefore, equals [14x12x10], so the Hero can control up to 1,680 pounds)
[I]Precognition- The character’s mind is capable of reaching forward into time, viewing possible events to come. With this ability, the character is able to experience events (IxRxY) seconds into the future, where I= the character’s Intelligence.
(Ex: A Hero may have an Intelligence of 15, with 20 Ranks into Precognition. Therefore, (IxRxY) equals (15x20x25), so the character can see 7,500 seconds [that’s 2 hours and 5 minutes] into the future.)
Hypnotism- The character is capable of gaining influence over others with mental control. He/she can manipulate up to (R) at once, provided that none of them have Telepathic abilities. Hypnotizing a Telepathic can be done with a psychic attack with (IxRxY) as its power, where I= the character’s Intelligence.
(Ex: A Villain with an Intelligence of 13 and 17 Ranks into Hypnotism wishes to Hypnotize a Hero with and Intelligence of 10 and 14 Ranks into Telepathy. Both Powers use the equation to determine their strength, so it is [13x17x25] vs. [10x14x10]. The results are 5,525 to 1,400. Therefore, the Villain is quite easily able to Hypnotize the Hero.)
BASIC MISC. POWERS:
[I]Energy/Elemental Manipulation- The character’s body is able to tap into a certain type of energy field, be it electrical, magnetic, radioactive, etc; or can attune to one of the four basic elements of stone, water, wind, or fire (NOTE: player must specify: different types of energy/elements count as different Powers). Doing so allows him/her to wield this energy as a weapon, the strength and range of which is determined by the amount of Ranks placed in this Power.
The power of the character’s energy/elemental beams is equal to (PxRxY), wherein P= the character’s Potency. The range of the beams’ reach is equal to (Rx10) meters, and can spread out into a cone with (Rx2) meters as its radius.
(Ex: A Hero has a Potency of 11, and has 16 Ranks into Energy Manipulation. Therefore, [PxRxY] equals [11x16x25], meaning the Hero’s energy beams have a power of 4,400. Their range is 160 meters, and can spread into a cone 64 meters wide at its end.)
Teleportation- The character can instantaneously move from one place to another. The distance he/she can teleport is (R) feet, as long as the intended destination is within line of sight.
Invisibility- The character can become undetectable to the naked eye. He/she can remain invisible for up to (R/2) turns.
Intangibility- The character can pass through solid objects as he/she chooses. He/she can remain intangible for up to (R/2) turns. The character can also travel through liquids and gasses, but so can everyone else so that doesn’t necessarily count as a Super-Power.
Create Multiple- The character can split into exact copies of himself/herself. He/she can create up to (R) multiples, and each one retains the character’s basic stats, but gets only a fraction of the original’s Super-Powers, divided by the amount of multiples created (NOTE: always round down).
(Ex: A Hero with a Strength of 8, 5 Ranks into Enhanced Strength, and 5 Ranks into Create Multiple splits off into 5 multiples. Each multiple retains the Strength of 8, but only receives 1 Rank of Enhanced Strength)
Defy Gravity- The character’s body controls its own gravitational field, allowing the character control over his/her movements in free space. Simply put, this means the character might be able to jump great distances, glide instead of plummet, or even fly.
1-10 Ranks: Character can jump (Rx10) meters into the air.
11-15 Ranks: Character can slow his/her descent while in free-fall.
16-20 Ranks: Character can levitate his/her own body, but only while concentrating.
21+ Ranks: Character gains true flight, with a maximum altitude of (Rx100) feet.
Eddie Brock
11-12-2007, 03:59 PM
Is he a superhero? That'd be cool.
Of course he's a superhero! How would it be fun if he wasn't?
:woot:
Andy C.
11-12-2007, 04:00 PM
ADVANCED PHYSICAL POWERS:
Shockwave- (Prerequisite: 20 Ranks into Enhanced Strength) The character’s strength is so much that he/she can clear entire areas by generating shockwaves from a particularly powerful blow. These Shockwaves have a power equal to ½ of the character’s maximum strength (so, [SxRxY]/2) and a radius of (Rx2), where R= the number or Ranks placed into Shockwave.
Directed Shockwave- (Prerequisite: 20 Ranks into Enhanced Strength, 5 Ranks into Shockwave) The character can not only generate powerful shockwaves, but also focus them in one specific direction so as to avoid hurting team members. These directed waves have a power equal to the character’s maximum strength (so, [SxRxy]/2) and a range of (Rx2), where R= the number of Ranks placed into Directed Shockwave.
Irresistible Force- (Prerequisite: 25 Ranks into Enhanced Strength) The character is able to gain so much momentum that he/she cannot be stopped. The only way to stop or deflect the character from his/her course is by either meeting the character with greater strength or by having more Ranks into Immovable Object than the character has in Irresistible Force.
Immovable Object- (Prerequisite: 25 Ranks into Enhanced Endurance) The character’s ability to absorb punishment is so great that he/she can deflect even the most powerful blows without flinching. The only way to knock the character off of his/her balance is by either penetrating his/her Limited Invulnerability or by having more Ranks into Irresistible Force than the character has in Immovable Object.
Sonic Boom- (Prerequisite: 10 Ranks into Enhanced Speed, maximum speed greater than 769 miles per hour)- The character is not only able to break the sound barrier, but can also use that to create concussive blasts when speeding past opponents. The power of these sonic booms is equal to ½ of the character’s maximum Speed (so, [SpxRxY]/2), and can affect (R) opponents in the area, where R= the number of Ranks placed into Sonic Boom.
Whirlwind- (Prerequisite: 20 Ranks into Enhanced Speed) The character’s mastery of speed allows him/her to create gusts of wind that can toss opponents into the air. Unlike Sonic Boom, it is stationary, but has a power equal to the character’s maximum speed (SpxRxY), and an area of (Rx2), where R= the number or Ranks placed into Whirlwind. These cyclones can be cancelled out by someone with more ranks into Elemental Manipulation (Air) than the character has into Whirlwind.
Super-Strength- (Prerequisite: 30 Ranks into Enhanced Strength) The character’s amazing might crosses into a whole new level. Now, instead of using pounds as the standard increment, the character is capable of lifting (Sx[R1+R2]xY) tons, where S= the character’s base Strength Stat, R1= the number of Ranks added to Enhanced Strength, and R2= the number of Ranks added to Super-Strength.
(Ex: A Hero with a Strength of 24 and 36 Ranks into Enhanced Strength has a power of [24x36x1,000], and therefore is only capable of lifting 864,000 pounds, or 432 tons. Adding 5 Ranks into Super-Strength means that now his/her power is [24x{36+5}x5,000], and the Hero can now lift 4,920,000 tons, or 9.84 billion pounds)
Super-Speed- (Prerequisite: 30 Ranks into Enhanced Speed) The character’s already-blinding velocity is accelerated exponentially. Now, instead of miles per hour as the standard increment, the character is capable of moving (Spx[R1+R2]xY) miles per second, where Sp= the character’s base Speed Stat, R1= the number of Ranks added Enhanced Speed, and R2= the number of Ranks added to Super-Speed.
(Ex: A Hero with a Speed of 21 and 37 Ranks into Enhanced Speed has a maximum speed of [21x37x1,000], and therefore is only capable of moving at 777,000 miles per hour. Adding 6 Ranks into Super-Speed means that now his/her maximum speed is [21x{37+6}x5,000], and the Hero can now move at 4,515,000 miles per second, or 1.6254 billion miles per hour.)
ADVANCED MENTAL POWERS:
Mind Meld- (Prerequisite: 20 Ranks into Telepathy) The character is not only able to join his/her mind with others, but create a psychic web that allows multiple people to communicate with each other. The psychic web can contain up to (Rx2) people, where R= the number of Ranks placed into Mind Meld.
Remote Viewing- (Prerequisite: 15 Ranks into Telepathy) The character’s mind is capable of seeing things several miles away, allowing him/her to perceive trouble as it breaks. The character can view up to (Rx2) miles away, where R= the number of Ranks placed into Remote Viewing.
Psychic Possession- (Prerequisite: 20 Ranks into Hypnotism) The character is capable of actually inhabiting another person’s mind. The Possession can last up to (R) turns, where R= the number of Ranks into Psychic Possession. It can be resisted by anyone with the Telepathy power, and then counts as a psychic attack with a power of (IxRxY), where I= the character’s Intelligence.
ADVANCED MISC. POWERS:
Energy/Elemental Shield- (Prerequisite: 20 Ranks into Energy Manipulation) The character can warp a field of energy around himself/herself to form a barrier. This barrier has a power of (PxRxY), where P= the character’s Potency, and cannot be penetrated by any attack less than that number.
Advanced Teleportation- (Prerequisite: 20 Ranks into Teleportation) The character no longer needs his/her intended destination to be within line of sight. He/she can teleport up to (Rx10) miles in any direction, provided the character thinks about the destination. Alternately, he/she can teleport up to (R) people the maximum distance of a regular teleportation, provided the character is making physical contact with those people.
Perfect Multiple- (Prerequisite: 20 Ranks into Create Multiple) The character can now create multiple that have an exact copy of the original’s Super-Powers. He/she can only generate (R/4) perfect multiples, however (NOTE: always round down).
Catman_prb
11-12-2007, 04:03 PM
So we just waiting on an approval now?
Eddie Brock
11-12-2007, 04:04 PM
So we just waiting on an approval now?
Really just a formality as this point...as both twy and MB expressed their interest in participating early on. :yay:
Andy C.
11-12-2007, 04:07 PM
GADGETS:
Gadgets are devices used by Heroes or Villains for various purposes. Some are simple hand-held objects that can incapacitate a foe or help scale a building. Some are colossal mechanisms that can lay siege to a city or ward off monsters.
Characters can create Gadgets by combining items from the lists of Bases and Augmentations. The more advanced the Base it is, or the more Augmentations it has, the more Ranks it will cost.
Gadgeteers and Mad Scientists may be able to invent new Gadgets by adding new Bases and Augmentations not found on the lists. That is, of course, so long as they can explain the invention to the GM and get approval.
BASES:
Bases are the initial Gadgets themselves. They may be something as simple as a grappling hook, or as advanced as a fighter jet. These are not particularly spectacular, as it is the Augmentations that make them unique.
Bases can be any of the following:
Hand-Held Bases:
Rope: 1 Rank
Grappling Hook: 1 Rank
Flashlight: 1 Rank
Net: 2 Ranks
Bolo: 2 Ranks
Darts: 3 Ranks
Boomerang: 2 Ranks
Lockpick: 2 Ranks
Smoke Bomb: 3 Ranks
Radio/Walkie-Talkie: 3 Ranks
Rebreather: 3 Ranks
1-Handed Melee Weapon: 3 Ranks
2-Handed Melee Weapon: 5 Ranks
Launcher (for Grappling Hook, etc): 5 Ranks
Heavy Launcher (for Net, Bombs, etc): 6 Ranks
Explosives: 7 Ranks
Hand-Held Computer: 10 Ranks
Armor Bases:
Gloves: 1 Rank
Boots: 1 Rank
Goggles: 1 Rank
Light Shin Guard: 1 Rank
Light Gauntlets: 1 Rank
Light Breastplate: 2 Ranks
Light Helmet: 2 Ranks
Utility Harness: 3 Ranks
Heavy Shin Guard: 3 Ranks
Heavy Gauntlets: 3 Ranks
Heavy Breastplate: 6 Ranks
Heavy Helmet: 6 Ranks
Tech Gauntlets: 10 Ranks
Tech Breastplate: 15 Ranks
Tech Helmet: 15 Ranks
Tech Armor Suit: 25 Ranks
Vehicles:
Bicycle: 5 Ranks
Roller Skates: 5 Ranks
Skateboard: 5 Ranks
Hang Glider: 15 Ranks
Motorcycle: 25 Ranks
Car: 25 Ranks
Armored Car: 30 Ranks
Helicopter: 35 Ranks
Jet: 40 Ranks
Augmentations:
Night Vision: 2 Ranks
Wireless Comm: 2 Ranks
Miniature Camera: 3 Ranks
Computer Uplink: 4 Ranks
Electrify: 5 Ranks
Propeller: 5 Ranks
Effect Poison (Specify): 5 Ranks
Effect Gas (Specify): 10 Ranks
Ray Gun (specify): 10 Ranks
Extra Limbs: 15 Ranks
Rockets: 15 Ranks
Anti-Gravity: 20 Ranks
Force Field: 25 Ranks
Batman
11-12-2007, 04:08 PM
If/When Andy's ready for it to be so, I give it my full approval.
Now, we've just got to wait on twy's answer.
Andy C.
11-12-2007, 04:10 PM
MAGIC:
Magic is a force that is difficult to quantify, let alone actually use, yet the idea of it has become part of virtually ever culture in human history. While it is often difficult to determine fact from fiction when discussing the art of the otherworldly, the fundamental core of magic is simply to make the impossible happen.
The universe, according to those who claim to reach beyond it, is only one set of possibilities, one wavelength along an entire spectrum of reality. There are infinite other wavelengths apart from the one we know, and each one of them has a different set of possibilities. Magic, therefore, is the act of temporarily extending our wavelength so that it reaches into another, effectively pulling universes together for a small moment to gain a desired effect.
Obviously, stretching out the boundaries of our universe, even for just a second, can have dire consequences. The more that the wavelength is stretched to reach a specific other length, the greater the chances are of something from that wavelength reaching back. The dangers of creating merges between universes are incalculable, and it is therefore advised that the more extreme augmentations to the fabric of reality be used very, very sparingly.
In our universe, it is not possible for human beings to extend the wavelengths without some sort of augmentation. However, there are certain items scattered throughout the universe, which have, by one means or another, become more attuned to other wavelengths than our own. These can be solid objects, spoken words, virtually anything.
ITEMS:
Magic Items are conduits that a character needs in order to reach into the different wavelengths of reality. The higher the character’s potency and the more Ranks the player puts into the Item, the more powerful the spells that can be cast. Items can have one specific effect or multiple effects, depending on how much the player wants to rely on said item. It must be noted, however, that if the Item is lost, the character cannot cast the desired spells.
In the case of Magic Words, these can only trigger one specific spell, but they can be used as often as the character is capable of speaking.
EFFECTS:
Since the art of Magic is essentially tampering with the fabric of reality, there are virtually limitless possibilities as to the effects of certain Magic Items. For the sake of simplicity, however, most Magical effects can be placed into the following:
Transmutation- the act of transforming one substance into another.
Illusion- the act of deceiving the senses
Enchantment- the act of setting a permanent effect upon other items
The strength of these spells can be determined by the number of Ranks placed into them. Typically, the more Ranks placed into those spells, the larger or more powerful the effect may be.
Power Mimicry- spells which are virtually identical to the abilities known as Super-powers. In the case of determining the spell’s strength, use the specified equation, replacing the stat with Potency.
Wave Shifting- spells which extend the spell-caster directly into another wavelength. This can be extremely dangerous, as other lengths of reality are often unpredictable. The more Ranks placed into these spells, the better chance the character has of shifting directly into the desired wavelength.
Andy C.
11-12-2007, 04:12 PM
CHARACTER SHEET:
When the player’s application is complete, the character’s information is charted on his/her Character Sheet. These will be displayed on the active roster in the OOC Thread, and can be updated to the player’s liking. A basic Character Sheet should look like this:
Character's Hero/Villain Name:
Real Name/Secret Identity:
Backstory:
Allignment:
Class:
Level:
Stats: (Starting characters have 30 points which they may distribute)
Strength:
Speed:
Agility:
Intelligence:
Wisdom:
Spirit:
Charisma:
Character Strengths:
Major:
Minor:
Character Weaknesses:
Major:
Minor:
Super-powers/Gadgets/Magical Items: (Starting characters have 50 ranks which they may distribute)
Power: ___ (Rank: ___)
Gadget: ___ (Rank: ___)
Magic Item: ___ (Rank: ___)
etc.
Eddie Brock
11-12-2007, 04:13 PM
Good God...this application is going to take a century. But it'll all be worth it! :woot:
Andy C.
11-12-2007, 04:14 PM
ROLE-PLAYING:
Once a character is created, then he/she can be let loose to adventure into Millennium City. While being a text-based RPG allows far more creative freedom, there are still several things to keep in mind.
For the most part, the game operates on the same rules as every other RPG on the Forum. The basics can be learned by reading Twylight’s excellent RPG guides, which can be found here:
http://forums.superherohype.com/showthread.php?t=277689
For the purposes of this RPG, however, there are a few other rules that should be observed:
NUMBER-CRUNCHING:
The Character Creation contains a lot of different stats, powers, and spells that all have a certain numerical outcome. However, since there are no concrete rules about Hit Points, Mana, or the like, these numbers are mainly to be used as a reference than a steadfast rule. Keep them in mind while playing, but it is not necessary to continually run equations in the middle of a battle.
While they do not need to be Gospel, they also should not be completely dismissed. A character whose Strength score is clearly less than another’s should not be able to deal out crushing blows to the opponent, for example. These numbers are primarily to be referenced if the players seriously need to call a character’s abilities into question.
CITY LIVING:
Millennium City was constructed for the sole purpose of giving players a large, active environment in which to live and participate. Rather than just “some buildings” that can be toppled over during a battle, please keep in mind just where in the city your character is, what is around you, and how much is getting trashed in the middle of the action.
SUBJECT MATTER:
One of the first things called into question when the RPG was proposed was what sort of subject matter would be allowable. Since the theme of the RPG is based around the Silver and Bronze Ages of comics, most ‘mature’ themes like excessive violence, substance abuse, and sexuality should be avoided, or at least treated with the proper sense of how serious those subjects can be.
Social issues like challenging corrupt authority, changing an unfair status quo, turbulence in politics, etc. are definitely allowed, since the Silver Age occurred during the height of the Cold War and these were very real issues to be addressed at the time. However, since comics were (and still are) a means of escapist fantasy, dragging real-world issues into the story should be more of the exception than the rule.
The basic rule of thumb to keep in mind is deciding whether or not it is something you would want your own kids to read. It doesn’t have to be patronizing, but it shouldn’t be a complete sensory shock, either.
FINAL THOUGHTS:
This project started off originally as something that kind of tickled my fancy after reading a few issues of All-Star Superman. It became a labor of love, coming up with a whole world where the impossible happens every day, and good and evil are played out in loud Technicolor melodramas. More than anything, it reminded me of why I enjoy superhero stories so much.
If you enjoy playing this game, then I’ve done my job. If not, then there are plenty of other ways to keep yourself entertained, and I at least gave it a good shot. Whether this game takes off or falls flat on its face, I’ve done what I could to leave my mark. Here’s hoping you enjoy exploring the world of Millennium City as much as I enjoyed creating it.
Cheers,
-Andy Cayse
Blacklight
11-12-2007, 04:18 PM
What about flash/smoke bombs/pellets?
Andy C.
11-12-2007, 04:18 PM
*whew!*
Well...there it is. The whole thing. Now it's just a waiting game for approval.
Oh, and would it be possible for one of the mods to move all of my posts together, so it's not broken up?
Andy C.
11-12-2007, 04:19 PM
What about flash/smoke bombs/pellets?
Smoke bombs are in there. And I count flash bombs as explosives.
Eddie Brock
11-12-2007, 04:19 PM
Andy should get a goddamned* standing ovation for this concept. Not a single person can possibly fool themselves into thinking that this is not the most intricate set-up for any RPG, ever, period.
*Or, to get in character, a gosh darn! :woot:
Blacklight
11-12-2007, 04:22 PM
I have a character in mind that I think I'll use in here.
Eddie Brock
11-12-2007, 04:35 PM
Question: do we know what the year is, exactly?
It makes a difference on what year my character graduates from high school.
Blacklight
11-12-2007, 04:36 PM
Question: do we know what the year is, exactly?
It makes a difference on what year my character graduates from high school.
I know your character is Mayor, but is he also a superhero?
Eddie Brock
11-12-2007, 04:38 PM
I know your character is Mayor, but is he also a superhero?
I answered that a page or so back. It must have gotten lost amidst the updates.
Eddie Brock
11-12-2007, 05:03 PM
Wow...I just finished a preliminary application...and that's not even with the sample post! :wow:
Byrd Man
11-12-2007, 05:21 PM
****, man. This is scaring me. I don't know if I can put in the effort to even post an app. :csad: That's why I liked the Hype RPGs to begin with, no stats.
Eddie Brock
11-12-2007, 05:23 PM
****, man. This is scaring me. I don't know if I can put in the effort to even post an app. :csad: That's why I liked the Hype RPGs to begin with, no stats.
Yeah, but look at it this way:
With stats, someone can't just...chuck asteroids at everyone, for instance. (That's a random example, by the way. :cwink:) Well...not at first, anyway.
Blacklight
11-12-2007, 05:25 PM
Yeah, but look at it this way:
With stats, someone can't just...chuck asteroids at everyone, for instance. (That's a random example, by the way. :cwink:) Well...not at first, anyway.
Thank god. Did you read my latest BL post. There was a little stab at Asteroid-man that I thought was funny.
twylight
11-12-2007, 10:26 PM
...I'm seriously thinking about requesting an separate sub forum for this RPG if we get a large set of people wanting to play...
Which I *really* hope we do or Andy might go postal on us after all the hard work he's put into this.
P.S. I just *love* that you put flashlights as level one..'cause really I never think about Flashlights when I RPG ^_^
Edit: One thing as the approver one as a player :cwink:
1) You're going to need a AGM or two who's as committed to you are with this and whom you trust implicitly. I might have missed you picking one but before this get's approved I want you to have one. This is for your own sanity, trust me ^_^
As a player:
2) How broad a spectrum do the classes involve? For instance my character does not fit into any of those classes to begin with, do I name what she will gradually become? And if so and her focus shifts can I change her class?
Andy C.
11-13-2007, 06:47 AM
Question: do we know what the year is, exactly?
It makes a difference on what year my character graduates from high school.
I kinda want to keep the year sorta vague so as to have that sort of 'timeless' quality to it. But for all intents and purposes, it's 1960.
Andy C.
11-13-2007, 07:08 AM
1) You're going to need a AGM or two who's as committed to you are with this and whom you trust implicitly. I might have missed you picking one but before this get's approved I want you to have one. This is for your own sanity, trust me ^_^
Yeah, I'm definitely on the lookout for AGMs. Problem is, I'm not really sure who to ask. Most of the really dedicated folks are already busy running other RPGs, and I don't know who would be willing to shuffle priorities for a new project like this. Plus, I'm still a bit of a newbie around here, and don't quite feel like I'm "one of the guys" just yet, so I'm still getting oriented to the community.
As a player:
2) How broad a spectrum do the classes involve? For instance my character does not fit into any of those classes to begin with, do I name what she will gradually become? And if so and her focus shifts can I change her class?
The Classes are meant to cover broad strokes; someone like Spider-Man, for example, could count as a Champion, a Gadgeteer, or even a low-level Powerhouse or Speedster. I'll admit that there were a few Classes I wanted to add in (like a martial artist/acrobat Class) but couldn't figure out how to work it into the game system. So I'm still open for suggestions.
And while you can't just completely drop your current Class if you want to shift focus, you can add Levels into a second Class to build up whatever direction you want to take. There are other in-character ways to work around that (say, getting your brain implanted into a different body), but for the most part, it's a matter of Levelling the character up.
Eddie Brock
11-13-2007, 01:38 PM
I kinda want to keep the year sorta vague so as to have that sort of 'timeless' quality to it. But for all intents and purposes, it's 1960.
Good. Then my timeframe still fits.
twylight
11-13-2007, 01:38 PM
Yeah, I'm definitely on the lookout for AGMs. Problem is, I'm not really sure who to ask. Most of the really dedicated folks are already busy running other RPGs, and I don't know who would be willing to shuffle priorities for a new project like this. Plus, I'm still a bit of a newbie around here, and don't quite feel like I'm "one of the guys" just yet, so I'm still getting oriented to the community.
Well, there's been some discussion of certain things that might help you out a bit there. ^_^
Take your time, no rush at all.
The Classes are meant to cover broad strokes; someone like Spider-Man, for example, could count as a Champion, a Gadgeteer, or even a low-level Powerhouse or Speedster. I'll admit that there were a few Classes I wanted to add in (like a martial artist/acrobat Class) but couldn't figure out how to work it into the game system. So I'm still open for suggestions.
And while you can't just completely drop your current Class if you want to shift focus, you can add Levels into a second Class to build up whatever direction you want to take. There are other in-character ways to work around that (say, getting your brain implanted into a different body), but for the most part, it's a matter of Levelling the character up.
Ah, thanks for the clarification. :up:
twylight
11-13-2007, 01:39 PM
Good. Then my timeframe still fits.
Vauge A.D.?
Eddie Brock
11-13-2007, 01:39 PM
Vauge A.D.?
:huh:
Totally missed whatever reference that's supposed to be.
Andy C.
11-14-2007, 08:55 PM
Still looking for potential AGMs. If anyone wants to volunteer, I'd really appreciate if you'd speak up.
Eddie Brock
11-14-2007, 08:55 PM
Still looking for potential AGMs. If anyone wants to volunteer, I'd really appreciate if you'd speak up.
If I only I had the time, dude...
...sorry. :csad:
Byrd Man
11-14-2007, 08:57 PM
So, Andy. Could you give me an example of a ordinary post in the RPG including stats and such? I mean, do we use the stats when RPing or what?
Eddie Brock
11-14-2007, 08:58 PM
So, Andy. Could you give me an example of a ordinary post in the RPG including stats and such? I mean, do we use the stats when RPing or what?
I don't think we use them IC, persay. But you refer to them (OOC) when fighting someone.
That way, if someone's a Level 1, they can't just go, "Ha! Asteroid in your face! You lose automatically! I'm awesome!"
Byrd Man
11-14-2007, 09:00 PM
I don't think we use them IC, persay. But you refer to them (OOC) when fighting someone.
That way, if someone's a Level 1, they can't just go, "Ha! Asteroid in your face! You lose automatically! I'm awesome!"
Ahh okay. PS, Asteroid-Man is teh roxz!!111!! :dry:
Blacklight
11-14-2007, 10:24 PM
Ahh okay. PS, Asteroid-Man is teh roxz!!111!! :dry:
Who are you and what have you done with Byrd?
Blacklight
11-14-2007, 10:24 PM
edit
Eddie Brock
11-15-2007, 08:08 PM
Hmmm...1960...my character was born in Philadelphia...
I believe an eventual reference to the Eagles' NFL Championship is in order. :cwink:
Andy C.
11-16-2007, 03:10 PM
....still looking for AGMs....kinda can't do this without one...
Catman_prb
11-16-2007, 03:11 PM
Well i volunteer, but i don't suppose im senior enough. I wont be offended if im turned down though, so its all good.
Andy C.
11-16-2007, 06:42 PM
Hey, I'm not picky, and you're a talented RP'er, so I'll accept it. Long as you're willing to pull some weight.
Catman_prb
11-16-2007, 06:43 PM
Course i am. Thats why i applied. Also to get it moving again.
Eddie Brock
11-16-2007, 06:50 PM
Course i am. Thats why i applied. Also to get it moving again.
Well, that was inevitable really. This RPG has too much steam (and veteran support) to be stopped now!
Mwahaha!
Catman_prb
11-16-2007, 06:51 PM
...You're sounding evil...
Eddie Brock
11-16-2007, 06:52 PM
...You're sounding evil...
:ninja:
Andy C.
11-17-2007, 08:42 PM
Okay, so I've got a premise, a full rulebook, interest from the community, and an AGM. Is it safe to say that this thing's a go now?
Catman_prb
11-18-2007, 03:28 AM
It was a go a couple of pages back, when MB offered to approve you. Just PM him or something.
twylight
11-20-2007, 12:22 PM
Andy, I did another once over and you're approved, of course ^_^
Blacklight
11-24-2007, 10:52 PM
When can we start this?
Andy C.
11-25-2007, 07:46 PM
Well, I'd heard tell that we were possibly getting our own forum for this thing, and I want to wait until I get the particulars on that before setting it up. Plus, you guys can suggest some new Powers and Gadgets and whatnot between now and then.
Saved
11-25-2007, 07:47 PM
Well, I'd heard tell that we were possibly getting our own forum for this thing, and I want to wait until I get the particulars on that before setting it up. Plus, you guys can suggest some new Powers and Gadgets and whatnot between now and then.
Own Forum? Do tell.
Andy C.
11-26-2007, 03:08 PM
There's really not much to tell, honestly. Either the admins give us permission for our own forum, or we'll just set up shop in the 'Misc RPGs' forum. I'm hoping to know for certain soon.
Saved
11-26-2007, 03:11 PM
There's really not much to tell, honestly. Either the admins give us permission for our own forum, or we'll just set up shop in the 'Misc RPGs' forum. I'm hoping to know for certain soon.
So you're saying they are thinking of making our own, "Create a blank RPG" forum?
Andy C.
11-26-2007, 03:33 PM
Not really; it'd just be for this RPG in particular. It'll probably take multiple threads to run it well, so I'd prefer having a forum, but I think it can be run with the standard 2 threads.
Twy's the one that has been talking to the admins about it, so she knows more on the details than I do.
Eddie Brock
11-26-2007, 03:34 PM
Maybe I'm just dense...but how could this take up more than 2 threads?
IC...OOC...
Maybe a thread strictly for applications? :huh:
Saved
11-26-2007, 03:35 PM
Not really; it'd just be for this RPG in particular. It'll probably take multiple threads to run it well, so I'd prefer having a forum, but I think it can be run with the standard 2 threads.
Twy's the one that has been talking to the admins about it, so she knows more on the details than I do.
Twy knows more about your RPG than you? :wow:
Andy C.
11-26-2007, 08:40 PM
Maybe I'm just dense...but how could this take up more than 2 threads?
IC...OOC...
Maybe a thread strictly for applications? :huh:
Applications, character sheets, discussing new additions to the game (new locations, powers, etc), a few others. Not really a necessary thing, but it wouldn't hurt.
Twy knows more about your RPG than you? :wow:
She knows more about whether or not it'll get a separate forum.
Andy C.
11-29-2007, 05:18 PM
*bump*
I'm gonna wait one more week to get confirmation one way or the other on the forum thing, then I'm gonna just start the thread in the Misc RPG forum.
twylight
11-29-2007, 05:21 PM
Ah! Sorry Andy, it's been so busy around here.
We decided Features would fit better in it's own forum.
But you're allowed to use as many threads as you think you'll need in the Misc Comics forum. *We need to set some organization thing up shortly*
Saved
11-29-2007, 05:25 PM
She knows more about whether or not it'll get a separate forum.
I know. I just like being a smartass sometimes. Not one of my best attributes, but whatever.
Saved
11-29-2007, 05:26 PM
Ah! Sorry Andy, it's been so busy around here.
We decided Features would fit better in it's own forum.
But you're allowed to use as many threads as you think you'll need in the Misc Comics forum. *We need to set some organization thing up shortly*
Since the apps and point values are such a big part, I think having a separate thread for that would actually be a good idea. I'm behind it.
twylight
11-29-2007, 05:28 PM
*nods* Yes, we were going to put this one in it's own forum, however Features seemed more appropriate for it, at this time. *I love that phrase*
However I'm going to discuss some forum organization with MB soon. Still, it shouldn't hold you back at all Andy, go ahead and set up what you think you'll need we can always move it around later. No need to postpone this anymore.
Eddie Brock
11-29-2007, 05:31 PM
Perhaps a Self-Created RPG Forum?
And when I say "Self-Created," I mean RPG's that do not base themselves off any continuity. I mean RPG's that are set in universes created by the players.
IE:
Create-A-Hero
Silver Age
Zombie (if it survives)
Gods & Men (if it survives)
Saved
11-29-2007, 05:32 PM
*nods* Yes, we were going to put this one in it's own forum, however Features seemed more appropriate for it, at this time. *I love that phrase*
However I'm going to discuss some forum organization with MB soon. Still, it shouldn't hold you back at all Andy, go ahead and set up what you think you'll need we can always move it around later. No need to postpone this anymore.
Now that MB is a mod, nothing can stop the RPGers! BWAHAHAHA! :woot:
twylight
11-29-2007, 05:33 PM
Now that MB is a mod, nothing can stop the RPGers! BWAHAHAHA! :woot:
I know! ^_^ Ain't it great? :cwink:
twylight
11-29-2007, 05:34 PM
Perhaps a Self-Created RPG Forum?
And when I say "Self-Created," I mean RPG's that do not base themselves off any continuity. I mean RPG's that are set in universes created by the players.
IE:
Create-A-Hero
Silver Age
Zombie (if it survives)
Gods & Men (if it survives)
Well, the Misc & Genre RPG forum encompasses that. Hence the "& Genre" part. :)
Since they are Genre RPG's, be they Fantasy, Horror, or Well..Retro, which this one is pretty much.
Only Admin can set the Sub-Forums up and even though MB is a mod we need to kinda take it slow for a while so we don't grow so fast we implode upon ourselves with a mass of more RPG's than we can fill with players. So right now we shall use MB's Supah Mod powers for good and build the structure and then put the drywall on it ;)
Eddie Brock
11-29-2007, 05:37 PM
Well, the Misc & Genre RPG forum encompasses that. Hence the "& Genre" part. :)
Since they are Genre RPG's, be they Fantasy, Horror, or Well..Retro, which this one is pretty much.
Only Admin can set the Sub-Forums up and even though MB is a mod we need to kinda take it slow for a while so we don't grow so fast we implode upon ourselves with a mass of more RPG's than we can fill with players.
Still...there are RPG's with set continuity that are easy to join if you know that continuity...
(Heroes, One Universe, etc.)
...and there are some without known continuity which makes it harder to jump right in.
With a Self-Created RPG Forum, we could do a FAQ thread that could answer every question one could have about the CAH Universe or the Silver Age Universe.
twylight
11-29-2007, 05:39 PM
Actually, there is that idea already kinda brought up.
*darn why am I so open with ya'll?* >.<; Curses..
I need to discuss it with MB, but one idea is to have a stickied thread at the top of each forum that would allow for a more extensive showing of what RPG's are in each thread and a little bit about them. All of these things would be provided by the GM of each RPG, so it would be 'advertising' of sorts.
Eddie Brock
11-29-2007, 05:42 PM
Actually, there is that idea already kinda brought up.
*darn why am I so open with ya'll?* >.<; Curses..
I need to discuss it with MB, but one idea is to have a stickied thread at the top of each forum that would allow for a more extensive showing of what RPG's are in each thread and a little bit about them. All of these things would be provided by the GM of each RPG, so it would be 'advertising' of sorts.
Hey, all we're doing is throwing stuff at the wall and seeing what sticks.
And with Modster Bruce, we're capable of tossing around these ideas now.
twylight
11-29-2007, 05:44 PM
Honestly, I kind of like it that way. :)
I like seeing what everyone wants and likes and then implementing it..and hey, if it doesn't work, there is a thread close/delete button for a reason and I'm sure we can teach MB how to use it ;)
Although this convo actually belongs in the Dungeons & Flagons thread. ;)
Until MB can closeify it for real, I declare, with my pink mini-mod power, for perhaps the last time, this thread is -closed-
Please vacate the premises!
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