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The Good, The Bad and The Spandex: Discussion Thread

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NickTheSwing Since: Aug, 2009
#2926: Mar 16th 2018 at 7:45:47 PM

Is this a joke or...?

Wow what a page-topper.

edited 16th Mar '18 7:46:03 PM by NickTheSwing

Sign on for this After The End Fantasy RP.
Sijo from Puerto Rico Since: Jan, 2001
#2927: Mar 16th 2018 at 8:13:25 PM

I said I would quit, but only if the players insisted in that they wanted to go that far. Which I doubt will happen. Also GOA is never serious (though I do not doubt he would make a good GM.)

God_of_Awesome Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
#2928: Mar 16th 2018 at 8:26:41 PM

As the new GM, everyday is 90's months. I want gritty, brutal characters, strapped full of bandoleers and muscles. I want a character to die a gruesome death every ten or twenty pages to make sure everyone's paying attention, and keeps our roster fresh.

Heroes don't just kill, they execute villains. Villains just kill, in over-the-top gorey fashions. I want to see some finishing moves worthy of Mortal Kombat.

NickTheSwing Since: Aug, 2009
#2929: Mar 16th 2018 at 9:03:43 PM

Hah! I beat you to the punch! Collateral is already a gritty nuke-boy!

Sign on for this After The End Fantasy RP.
Sijo from Puerto Rico Since: Jan, 2001
#2930: Mar 18th 2018 at 3:13:58 PM

The Virtues are approved.

As is the League of Villains. Or, whatever it ends being called.

NickTheSwing Since: Aug, 2009
#2931: Mar 19th 2018 at 12:10:25 AM

  • Concept: The Weaponmasters of Alqobia
  • Definition: Basically, very tall Space Vikings who create Weapons that harness, materialize, and externalize emotions - one emotion coded per weapon - and who are experts in the use of various Weapons made on their odd planet of Alqobia. The Weaponmasters are extremely dangerous and powerful, raiding places for "Embodigems". They can, if they happen on someone damaged enough and in a state aligned with an Emotion Weapon they possess, transmogrify that person or entity into an Embodigem by striking them with said Weapon's deployed energy. They are militant anti-theists, and their stronger warriors prioritize turning Gods into Embodigems. Breaking the Embodigem soon enough after someone is turned into one returns them to their normal form.
    • The Weaponmasters are basically 10 foot tall Vikings by appearance alone, with tron line bearing armor, with their Weapon-Kings being even bigger, with the current strongest Weapon-King being Regis Alkhove, First of his Name, Master of the Rage, Determination and Fear Weapons. Weapon-Kings are decided by basis of might and whoever can build the most impressive and powerful Weapons. As a result, most Weapon-Kings are not just incredibly powerful, but dangerously cunning and intelligent.
  • Origin: Former servants of the Emotion Embodiments and Virtues, the Weaponmasters were and are powerful and proud warriors with a formidable culture surrounding that notion. They were mostly employed to make their Weapons for their overlords, but their pride grew and so did a sense of indignation. They wanted to create their Weapons for themselves, not their self-styled overlords. The Weaponmasters launched a rebellion and moved to a planet called Alqobia, which exists half in the current universe and half in a Universe made of "Strange Energy". From there, they made their most well known current weapons as described above. The Weaponmasters now raid planets for resources, new gods to add to their collections, and the sheer pleasure of conquest, invasion and destruction. Alqobia is quite the Eldritch Location, as it seems things do not work there as they do in this universe - and in fact the environment is poisonous to the likes of Emotion Embodiments and Virtues.
  • Influence: There is no love lost between the Weaponmasters and the Emotion Embodiments by any means - the latter still by and large despise the former. The Virtues however have significantly weirder and more complicated relations with their former servants.

Sign on for this After The End Fantasy RP.
Taco Since: Jan, 2001
#2932: Mar 28th 2018 at 5:22:54 AM

Ay, Quantum Melody 29, I already made the car nail Tacharr, he's too far gone for Layla to deflect it and it did so on the other side of a weird shadowy portal so I don't think anyone should actually be able to see it before it comes out. The crowd on the other side of that portal still has to deal with it though so correcting that shouldn't change much.

edited 28th Mar '18 5:23:48 AM by Taco

Sijo from Puerto Rico Since: Jan, 2001
#2933: Apr 2nd 2018 at 4:27:10 PM

As many of you know, due to recent problems with my computer I lost access to many sites including TVT until recently. Kagescorpionaki has now taken over Spandex with my blessing. In any case I had stretched myself over so many games lately that it was for the better that I gave up at least some of it.

But don't worry, I'll hopefully still be around here to play for many years to come. Feel free to contact me for advise too! For now, I'll be mostly active on my Discord server.(#Spandex)

Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#2934: Apr 15th 2018 at 4:31:55 AM

Just a bit more clarification on the subject of valen in Kaydenite culture.


Valen

A "valen" note  is a term used to describe a specific relationship between two Kaydenites. Originally used as a description for those sharing a close friendship, the word evolved over time to describe a much closer relationship. There is no plural form of valen, another indication of the exceptionally intimate bond that the pair of Kaydenites in question must share to fulfill the criteria. While occasionally synonymous with romance, a valen relationship is not necessary for courtship or marital union, a good example being Sil'z and Ekan Anok, who have wedded despite not being valen. Other valen may consider their bond like that of siblings, parents, uncles, etcetera, but one thing is consistent - it is considered the highest form of taboo if one member of the valen is forcefully separated, injured, or even killed by an outside force. If any of these events occur, it is both universally acceptable and expected across Kayden for the remaining member of the valen to do absolutely anything to get their respective other back, or if that is not possible, achieve brutal revenge on their behalf. There are no rules when it comes to how far they are permitted to go, and in fact, some high importance missions have been momentarily stalled in the case of a valen relationship being forcefully broken apart until the situation has been resolved.

There have been no recorded valen with more than two members in all of Kayden's history.

edited 15th Apr '18 4:33:42 AM by Enirboreh

bork
Sijo from Puerto Rico Since: Jan, 2001
#2935: Apr 16th 2018 at 4:23:21 PM

That's some great worldbuilding you have done Enir. [tup]

Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#2936: Apr 30th 2018 at 7:05:07 PM

The Black Ram

The name of a series of gangs and other teams collectively encompassing over 30 years, first founded by Valerie Clarke in 1984. There have been several iterations and notable members across the years, also affecting the gang's overall behaviour and goals.

  • Gen 1: (1984-1986): The first generation of the Black Ram, which was primarily focused on teenage rebelliousness and petty crimes, with a final total of five members; Valerie as the gang leader and strategist, 19 year old geokinetic Derek Anderson as her personal consul and second-in-command, 16 year old half chameleon Gail Snipes as the espionage expert, 18 year old technopathic Stephen Yeoman as their weapons and assault expert, and 18 year old teleporter Elizabeth Sharp as their emergency escape. After Derek and Gail were killed in action, Valerie disbanded the group out of fear of the remaining two members sharing a similar fate.
  • Gen 2 (1988-1993): Formed in 1988, the second generation of the Black Ram was founded outside of Valerie's influence, a group of superhuman equal rights activists taking the gang's name for their own usage. Valerie offered to join six months after its creation, much to the group's surprise and honour. While the group's lineup was less stable, notable individuals included the 34 year old leader Zack Brady - a cryokinetic, 22 year old Danielle O'Connor - an aerokinetic, and 14 year old Calvin Bates - a powerful pyrokinetic. The group was disbanded gradually as two of the three core members moved on to other interests, leaving Calvin and Valerie as the only consistent members before they too left, letting the now leaderless group split apart into other more minor activist organizations, some of which are still going today. This generation was the first to use the distinctive Black Ram sigil, which has been the trademark of all other generations since.
  • Gen 3 (March-October 1997): The shortest lived group, and one that Valerie truthfully wishes to forget the existence of, the Black Ram of 1997 was, for lack of a better term, an anti-super terrorist organization with an anonymous lineup, evidently taking the Black Ram name as a form of ironic taunting towards Valerie's legacy. The group was eventually fought against by Valerie herself and a band of gang leaders who were angered by the infiltration into their territories. Upon the death of the terrorist organization's leader, Valerie passed an anonymous worldwide warning not to form any more Black Ram organizations lest they share the same fate. This started a 20 year 'dead' period in which no more Black Ram generations were founded, not even by Valerie herself.
  • Gen 4 (2018-Present): The most recent iteration and one returning to its original roots, with Valerie acting as the more hands-on leader with a relatively more grounded lineup. This generation is focused on helping the needy by taking them into their ranks and facing down corrupt organizations and political factors. The members finally have a dress code - wearing a modern, more streamlined and practical variant of Victorian/Edwardian upper class wear. While not afraid to use force when necessary, this version of the Black Ram make repeated attempts to avoid having similarities and being compared with the 1997 terrorist group, although certain controversial actions haven't helped their case. Nonetheless, this is the most benevolent group since the second generation, and Valerie isn't afraid to bend her own established rules based off of circumstance if it means taking a less morally grey path in favour of a riskier but more publicly rewarding one. Valerie has once again accepted a personal assistant and consul; 25 year old ionikinetic Thomas James Nicholson.

Note that all are free to make Black Ram members if you are so inclined.

edited 1st May '18 2:57:59 PM by Enirboreh

bork
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#2937: May 21st 2018 at 3:55:09 PM

Dream Eaters

Definition:

Dream Eaters are Dementor-like monsters that exist only to sap people of imagination/creativity and interest in life.

    Appearance 
  • They appear as shadowy nightmare creatures straight out of a horror movie.
    • The more powerful they are, the larger they are, and the harder it is for them to hide themselves.
    Powers 
  • The most common traits are the sapping of creativity, the ability to induce apathy, shadow manipulation, and the ability to appear in dreams. Some sort of shape-shifting/invisibility ability is also common among Dream Eaters.
    • The higher-powered Dream Eaters gain the ability to possess people, as well as a boost in their powers.
    • They gain power by sapping the creativity of humans.
      • Their favorite targets are children, since they have the most creativity.
  • Wounds caused by a fully grown Dream Eater fester and begin to ooze a black tar-like substance.
    • It can be cured by faith-based healing.
    Weaknesses 
  • Children, dogs, psychics, and those that have been affected by them and know about them can see them.
    • The more powerful they are, the more they are prone to Glamour Failure.
    • Their presence is indicated by a darkening of the area they are in.
  • They can be harmed by items augmented by belief (i.e. a child believes they are weak to flashlight beams, etc).
    • Children are their greatest food source and bane. They have a lot of creativity to feed on, yes, but they can also weaponize their nigh-limitless imagination against the Dream Eaters.
     Life Cycle 
  • A full-grown Dream Eater first spawns a bunch of small-fry Dream Eaters.
  • They feed on hope until they grow stronger and possess their host to incubate.
  • Then they burst out of their host's chest and the cycle continues.

Origin:

They are the remains of dreams deferred and remember the sadness caused by such an action. Their reasoning goes like this: People are sad when they can't achieve their dreams. If there are no dreams, then people wouldn't be sad and we wouldn't have to exist. Dream Eaters happily accept this as a fact of life and live to spread this morality. They have recently teamed up with the Children of Damned Enlightenment.

Influence:

They fit the role of Blue-and-Orange Morality villains very well.

Edited by JumpingFruit on Feb 23rd 2019 at 5:43:17 AM

I wear the skin of the Elder Things, having come unto my own.
Sijo from Puerto Rico Since: Jan, 2001
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#2939: May 28th 2018 at 1:26:39 PM

Easton City Library

Definition:

An eleven story Genius Loci / Eldritch Location library, containing all the knowledge one can hope to find.

    Anomalous Attributes 
  • If one is not actively looking for knowledge of a certain kind, the library seems like a normal library. Bookshelves don't move around, the layout doesn't change at all, etc.
    • If one is looking for a certain kind of knowledge, then the library will do its best to guide visitors to it via moving bookshelves around, changing its layout, etc.
      • In this "knowledge-seeking" state, the library will start to exhibit Alien Geometries (corridors looping, hallways twisting, etc.) but will not harm the visitor in any way. In fact, helpful notes will occasionally be found in conspicuous places.
  • There are also murals outside and inside the library that will move when a visitor is not paying attention. These are curious of visitors, and are friendly, should one notice them moving and greet them properly.
    • The same can be said for various statues, sculptures and suits of armor, explained away as the collections of previous generations.
  • The library is very protective of the people that live in it, and in case of an attack, the murals will peel off the walls to defend it. The library will change its layout around for the purposes of confusion and books will fly off the shelves to shoot out their razor sharp pages at invaders.
    • The statues, sculptures and suits of armor can also come alive to defend the library, if needed.
  • Occasionally, in times of great need, querents can find relics of great power within the halls of the library. Said relics will have mythological roots, and appear brand new. Their authenticity is unknown.
    Inhabitants 
  • There are two librarians, Wilhelm and Paige Printer (nee Painter), along with their daughter Wilma, who live on the library's top floor.
    • And then there are the murals, statues, sculptures, and suits of armor, which are free to move around (if there aren't any visitors). There's also the flying books (found in the weirder parts of the library).

Origin:

This library was founded by Wilhelm and Paige Printer as a manifestation of their love for knowledge and art. Their daughter, Wilma, when she was an elementary schooler, manifested the library's anomalous properties when she imagined a "really nice library" and said that "This library has been the home of my family for generations!"

Currently, due to tax issues, it is due to be closed. This worried Wilhelm and Paige, and weakened their minds enough so the Dream Eaters could invade. Wilma found the necessary information to fight the Dream Eaters here.

Influence:

It's a good place to find information.

Edited by JumpingFruit on Feb 23rd 2019 at 5:43:24 AM

I wear the skin of the Elder Things, having come unto my own.
Sijo from Puerto Rico Since: Jan, 2001
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#2941: Sep 23rd 2018 at 5:30:09 PM

The Inspired

Definition:

The Inspired are people who have gained powers due to their obsession with one or multiple types of art.

    The Inspired 
  • A person can become an Inspired through a genuine love of art and creativity.
  • Inspiration is sometimes passed down through family lines, though it's not a matter of genetics.
    • If a child of an Inspired genuinely likes the kinds of art their parent likes, they go on to develop their parent's powers (perhaps with some additions).
    • The same goes for children who are born to two Inspired. They inherit their parents' powers if they like what their parents like, but some develop powers along their own vein.
    Inspired Children 
  • People typically get Inspired as children, and their powers are strongest as children as well.
    • Their powers wane slightly as they grow up.
  • Children born to two Inspired have a slightly higher chance of becoming Inspired themselves, but that's the only perk they get.
    Twisted Inspiration 
  • On rare occasions, very twisted individuals become Inspired.
    • These are individuals who recognize very bad things (i.e. murder, poisoning, corruption of heroes) as art and gain powers from it.
    • Their powers are likely to be just as twisted as they are, and they are more resistant to Madness overtaking their body due to being insane in the first place.
    Madness 
  • The Inspired draw their power from Madness, which manifests as an iridescent, shimmering light. It is alive in its own way, and wants to help its "host" as best as it can—no matter what happens to the host's body in the process.
    • When using their powers normally, Inspired are not harmed by it. However, it is when trying to use their power in an "impossible" manner that problems manifest. The most common issues are nausea and bleeding from orifices.
    • What is "impossible" tends to vary among each and every Inspired and what they believe in. This opinion of what is "impossible" and what is not is ingrained into every Inspired at a young age and forms a subconscious mental block that prevents them from using Madness in so-called "impossible" ways. No Inspired has ever succeeded in getting rid of the mental block.
    • Because nothing is truly impossible in art, it is theoretically possible to safely become a Reality Warper using Madness, but this has never been accomplished because of the repercussions of misusing Madness.
    Falling To Madness 
  • Using Madness to augment their powers is safe if an Inspired does it carefully and rarely. The real danger is when an Inspired has Clap Your Hands If You Believe powers, and thinks that their use of Madness is "normal" for them. They will be more susceptible to falling to madness.
    • When Madness is forced to do "impossible" things one too many times/used to do something with too large a rating of "impossible," it can literally tear apart the Inspired's body in order to bypass the mental block.
    • Madness needs a host in order to survive. Therefore, it reassembles the Inspired's body as best as it can, and uses it as a vessel to spread its interpretation of art.
    • This literally ends the Inspired's human existence and makes them into a nigh-incomprehensible entity with Reality Warper powers.
    The Stages Of Falling To Madness 
  • Stage 0: Powers are used as normal, no negative effects yet
  • Stage 1: Minor headaches and bleeding from orifices
  • Stage 2: Headaches and bleeding intensify
  • Stage 3: The Inspired hears their Madness "talking" to them
  • Stage 4: Negative effects intensify dramatically, but the Inspired becomes more and more dependent on Madness through strange twists of fate (especially if they made some kind of Deal with the Devil with their Madness in Stage 3)
  • Stage 5: The Inspired falls to Madness, no going back at this point

Origin:

No one knows when people began to manifest these kinds of powers. The leading theory suggests that "Madness" is somehow connected to the Titans, though this has never been confirmed and never has been.

Throughout history, there have been legends telling of people with supreme skill at one art or another. These...are the Inspired.

Influence:

Some Inspired are neutral, some are heroes, and a very rare few are villains.

The Inspired that have fallen to Madness can also take the role of villains.

Edited by JumpingFruit on Feb 23rd 2019 at 5:43:33 AM

I wear the skin of the Elder Things, having come unto my own.
Sijo from Puerto Rico Since: Jan, 2001
#2942: Sep 23rd 2018 at 9:48:16 PM

Well I think that it has been stablished that Reality in Spandex is at least somewhat affected by belief thanks to Entities like the Narrative Titans and the Virtues. So why not?

In fact, let me propose a new set of Entities, The Muses, yet more lesser creations of The Titans, who are responsible for this. Perhaps once, they had a more positive purpose, but they lost their way?

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#2943: Sep 24th 2018 at 9:14:08 AM

Cool! That could work.

I wear the skin of the Elder Things, having come unto my own.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#2944: Oct 25th 2018 at 7:09:11 PM

Drowned Souls

Definition:

Drowned Souls are monstrous, vengeful spirits born from those that died from drowning or other water-related issues.

    Appearance 
  • Drowned Souls appear to be perpetually wet, dripping with a dark, tainted water, though this is more apparent with those that died to water-borne illnesses/poisoning.
  • Their bodies appear gaunt and half-rotted, and they're also slightly bloated. Despite this, they are very fast and strong while in water. For most people, getting dragged into water by a Drowned Soul spells death.
    Powers 
  • Most Drowned Souls have the ability to summon a seemingly endless amount of their dark, tainted water by shooting it out of their mouths and/or eyes. It is an acid that appears weak at first, but nonetheless causes severe skin irritation and can eventually start making flesh fall straight off the bone.
    • If they died by some sort of water-borne illness/poisoning, then contact with the tainted water will make one ill or poisoned at an accelerated rate. It will be noticeably harder to cure illnesses or poisoning caused by a Drowned Soul.
  • All Drowned Souls are significantly faster and stronger in water, and possess superior swimming ability—they don't need to breathe anymore because they're dead. It's therefore inadvisable to fight them near large bodies of water.
  • Some have grown bony spines on their bodies, and some have obtained sharp teeth from the transformation. Still others have poisonous spines on their fingers.
    Leviathans 
  • A Drowned Soul that survives for long enough will eventually metamorphose into what can only be described as a sea monster, called Leviathans.
    • Usually, a Drowned Soul that has reached such a state is larger than several whales combined, though some are even larger than that. These like to capsize ships even though they're bottom-feeders (who don't need to eat sailors), suggesting a predatory, sadistic intelligence.
  • At this point, it would probably be wise to leave these Drowned Souls to Makquer'el, as he has the tools and the skills to help these souls to the afterlife that they belong to.

Origin:

Drowned Souls have been recorded for decades as sea monsters, kelpies, and other supernatural beings that cause people to have misfortunes related to water. They are vengeful spirits that are born from water-related deaths, and have risen again to drag people into the same miserable fate that they fell to, and a great deal of history's malevolent water-dwellers are actually Drowned Souls.

Makquer'el was created partly from people's fear of Drowned Souls, and his job is to catch these spirits and send them to their respective afterlives. Recently, there's been an influx of Drowned Souls in Obsidian City due to the poisoned water from Aquavect.

Influence:

These can act as Mooks (by themselves or controlled by a villain) or minor-to-major bosses.

Edited by JumpingFruit on Feb 23rd 2019 at 5:43:39 AM

I wear the skin of the Elder Things, having come unto my own.
JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#2945: Feb 10th 2019 at 8:42:38 PM

Spandex II REDUX Concepts

This is the worldbuilding thread for the newly retrobooted The Good, The Bad, And The Spandex II. All concepts to be used in-game are to be posted here. Please don’t resubmit a concept if you already see it below, unless you’ve reworked it significantly.

Signups Thread

Game Thread

Discord Server


    Concept List 

Edited by JumpingFruit on Sep 10th 2020 at 4:08:36 AM

I wear the skin of the Elder Things, having come unto my own.
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