Okay, bottom, line you play a member of an international special ops team that takes down various threats around the world, be it organized crime or global terrorism. The setting will be set 20 Minutes into the Future, with various technological and social advancements, while still resembling our world. The team will be a newly formed unit, specially created to investigate and fight a new threat that has recently appeared.
The existence of special powers is known to the general public. People with psychic powers have to register in most western countries, but unless they are involved in a crime were their powers might played a role, there are no other legal repercussion. The nano and cyborg technology is not accessible to average people and thus not really an issue.
When I say "superpowered", don't think of your usual superhero setting, instead it is more of a combination of Metal Gear, GI Joe and the X-Men. No tank-lifting, lightning-fast, flashy heroes with magic powers, and more psychic, cyborgs, Supernatural Martial Artists and generally people who have an edge over Joe Average. Like Batman and his Rogues Gallery. Think Cyberpunk-ish. Shadow Run without magic.
Your Mook Threshold*
number of mooks needed to take you down
should be rather low, none of you is an invincible One-Man Army, you are part of team, which combined skill and power makes it dangerous.
The usual rpg rules apply, but most importantly, don' be a dick towards the other players. Mooks are generally free to hit in free play, but when you are own a mission, the effect of your action is up to the GM.
Character Sheet:
Real Name: Not a necessity. (Some of) your superiors will know it, of course, but not necessarily your team mates.
Age: 18 is the absolute minimum and even then you would have to give me a very good reason.
Gender: Well, guess.
Code Name: It's a secret agency after all, what would it be without a cool code name?
Nationality and Home Organization: Same as Real Name. Home Organization is optional, it is perfectly fine that your character was a freelancer/mercenary before joining up.
Power Source: Psychic Powers? Nanomachines? Cyborg parts? Martial Arts ? Or just plain Badassery ?
Power: Your actual power, again, keep it simple.
Skill & weapon of choice: Together with your power, this will determine your position in the team. Most of you will have at least basic combat training (unless that would clash with your powers), so mention only what makes you stand out.
Appearance: The usual stuff. Given that you will wear a uniform most of time, clothing are only necessary if thy differ from the normal outfit.
Personality: Don't need to be a complete psychological profile, just a few general idea. Nothing to psychotic, though, since you character have to be able to function in a team.
Background: A little back ground. Where are you from, do you have family and where did you work before you joint the team. Again, same as with Real Name and Nationality, but remember that even a Black Ops team wouldn't hire major criminals.
Other Stuff: Everything that doesn't fit in one of the above categories but needs to be said.
If you have an incredible awesome idea that doesn't really fit within the stated limits, feel free to discuss it with me. I am generally a sucker for awesome stuff. Also, while most of the team should be veterans in their line of work, a few newcomers should be alright.
In a World…...
Okay, bottom, line you play a member of an international special ops team that takes down various threats around the world, be it organized crime or global terrorism. The setting will be set 20 Minutes into the Future, with various technological and social advancements, while still resembling our world. The team will be a newly formed unit, specially created to investigate and fight a new threat that has recently appeared.
The existence of special powers is known to the general public. People with psychic powers have to register in most western countries, but unless they are involved in a crime were their powers might played a role, there are no other legal repercussion. The nano and cyborg technology is not accessible to average people and thus not really an issue.
When I say "superpowered", don't think of your usual superhero setting, instead it is more of a combination of Metal Gear, GI Joe and the X-Men. No tank-lifting, lightning-fast, flashy heroes with magic powers, and more psychic, cyborgs, Supernatural Martial Artists and generally people who have an edge over Joe Average. Like Batman and his Rogues Gallery. Think Cyberpunk-ish. Shadow Run without magic.
Your Mook Threshold* should be rather low, none of you is an invincible One-Man Army, you are part of team, which combined skill and power makes it dangerous.
The usual rpg rules apply, but most importantly, don' be a dick towards the other players. Mooks are generally free to hit in free play, but when you are own a mission, the effect of your action is up to the GM.
Character Sheet:
Real Name: Not a necessity. (Some of) your superiors will know it, of course, but not necessarily your team mates.
Age: 18 is the absolute minimum and even then you would have to give me a very good reason.
Gender: Well, guess.
Code Name: It's a secret agency after all, what would it be without a cool code name?
Nationality and Home Organization: Same as Real Name. Home Organization is optional, it is perfectly fine that your character was a freelancer/mercenary before joining up.
Power Source: Psychic Powers? Nanomachines? Cyborg parts? Martial Arts ? Or just plain Badassery ?
Power: Your actual power, again, keep it simple.
Skill & weapon of choice: Together with your power, this will determine your position in the team. Most of you will have at least basic combat training (unless that would clash with your powers), so mention only what makes you stand out.
Appearance: The usual stuff. Given that you will wear a uniform most of time, clothing are only necessary if thy differ from the normal outfit.
Personality: Don't need to be a complete psychological profile, just a few general idea. Nothing to psychotic, though, since you character have to be able to function in a team.
Background: A little back ground. Where are you from, do you have family and where did you work before you joint the team. Again, same as with Real Name and Nationality, but remember that even a Black Ops team wouldn't hire major criminals.
Other Stuff: Everything that doesn't fit in one of the above categories but needs to be said.
If you have an incredible awesome idea that doesn't really fit within the stated limits, feel free to discuss it with me. I am generally a sucker for awesome stuff. Also, while most of the team should be veterans in their line of work, a few newcomers should be alright.
edited 15th Nov '11 9:32:46 AM by eX