APPLICATION: The Silver Age RPG!

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That'll hopefully be cleared up when the rest of the rulebook is done. Which shouldn't be too much longer.
 
(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:

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.
 
(Also re-posted from the last page)

LANDMARKS:

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
 
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)
 
Another addition, another notch of excitement for me! :woot:
 
Well first Cassie would have to do something...:o
 
Meh...we have to sort out Bizarro first...its kind of innappropriate to do it in front of your cloned cousin.
 
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.)
 
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?
 
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.
 
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.
 
Dude....you need to make a book on this RPG..o.O

*smells a real classic*
 
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.
 
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.
[SPONGEBOB] Some day, with a little luck, and a tiny pinch of magic, all your dreams will come true! [/SPONGEBOB]

:woot:
 
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.
 
Yup, just trying to get to the next page.
 
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