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Sijo from Puerto Rico Since: Jan, 2001
#326: Jan 14th 2017 at 10:00:03 AM

do you have any shipping preferences?

Bubble-wrapped.

evil grin

PossiblyQuiteInsane Where am I? What's going on? from the other side of the mirror Since: Oct, 2016 Relationship Status: Above such petty unnecessities
Where am I? What's going on?
#327: Jan 14th 2017 at 10:15:06 AM

Sijo... when did you become Operator? And is it reversible?

emilyorthoclase from Chicago, IL Since: Dec, 2015 Relationship Status: [TOP SECRET]
#328: Jan 14th 2017 at 11:58:19 AM

Valkyries

Wind Warrior Valkyrie

  • Higuchi Nanae (surname first), hero and secret identity. She's bound to the valkyrie Rota.
  • With the invocation of "Wind! Justice flies!" in broken German, Nanae calls up the power of the spirit Rota, the Howling Typhoon inside the belt buckle at her waist. In a burst of wind and lightning, she dons the armor of the valkyrie.
    • Super strength, speed, and durability: All of the valkyries are Flying Bricks. Nanae is the least strong and second least durable, but she's still far tougher than a baseline.
    • Flight: Nanae can fly, and she's also easily the best flier of the valkyries.
    • Super speed: How fast can Nanae go when she's flying? She's not sure, but she has broken the sound barrier on occasion.
    • Weather manipulation:
      • Air and wind manipulation: Nanae's main and most versatile power set. While her ice and lightning abilities are mostly limited to weather-related aspects, she can do pretty much anything she can think of with wind.
      • Ice and cold manipulation
      • Electricity manipulation
    • Raging Storm: Nanae has a massive hammer that's incredibly light for her, but too heavy for anyone else to lift.
    • Mental defenses:
      • Anyone who tries to get inside Nanae's head will find themselves having to deal with the constantly laughing, very murderous Rota.
      • A perception filter surrounds Nanae, preventing anyone from noticing she and Wind Valkyrie are the same person.
  • Nanae is a 14-year-old Japanese girl with bright yellow hair, short for her age and not very physically imposing. As Wind Valkyrie, she wears armor with somewhat incongruous ribbons flowing behind her, and she carries a hammer that's almost bigger than she is.
  • Nanae is energetic, to say the least. She's constantly moving, talking, doing, and she hates having to slow down or sit still. She's a free spirit who chafes at authority, and she'll never back down from a challenge. She's not an angry person by nature, however, and she works through sadness and anger very quickly. Becoming a superhero was basically a dream come true for her, since it gave her the opportunity to have adventures beyond anything she had experienced before.
    • Rota shares her companion's excitability and refusal to sit still, and even her cheerfulness, but where Nanae is considered adorable/annoying, Rota is kind of scary. Her idea of a good time is hospitalizing people, and while she's constantly laughing, she laughs harder at suffering. It's possible she doesn't mean anything cruel, as her grasp on reality is rather tenuous. She mostly lets Nanae be, though she's been known to push her to be more aggressive on occasion.
  • Nanae never had many friends growing up, due to her constant high energy and tendency to get into trouble looking for adventure.
    • On a school trip to a museum, Nanae felt a pull to a belt buckle in an exhibit that hadn't been finished yet. Reasoning she could return it later, she snuck in and took it. To her shock and delight, she found it gave her superpowers and a voice in her head telling her to smash things. She's also getting a pet roc at some point, which she's very excited for. (She's going to name him "Skyclaw the Deathbringer.")

Earth Warrior Valkyrie
  • Mizuki Mikoi, hero and secret identity. She's bound to the valkyrie Herja.
  • With the invocation of "Earth! Justice quakes!" in broken German, Mikoi calls up the power of Herja, the Mountain Reaching Heaven inside the belt buckle at her waist. The ground envelopes her and then spits her out, clad in valkyrie armor.
    • Super strength, stamina, and durability: And she's the strongest and toughest valkyrie.
    • Flight: Mikoi can fly, but she's pretty bad at it. Doesn't help that she's afraid of heights.
    • Earth manipulation: Mikoi can control any and all stone, as well as any element that's underground, like magma or metal ore.
      • Magma manipulation
      • Underground metal manipulation
    • Dueling sword and buckler shield: The sword is capable of upending tons of stone with a flicker, and the shield can absorb an absolutely massive amount of force despite its small size.
    • Mental defenses:
      • Anyone who tries to get inside Mikoi's head will have to deal with Herja, who considers herself an artist of stabbing.
      • A perception filter surrounds Mikoi, preventing anyone from noticing that she and Earth Valkyrie are the same person.
  • Mikoi is a 19-year-old Japanese girl, very tall and wiry. She exudes primness, which is somewhat contradicted by her green hair. She's not exactly pretty- she's inexpressive and stony, but she has a magnetic, graceful quality that makes her hard to overlook. As Earth Valkyrie, she wears armor that includes sparse plates of ceramic armor.
  • Mikoi is an artist- a painter, to be precise. For her, art is about preserving fleeting moments of beauty for everyone to experience. She has a low opinion of abstract art, and by extension, anything that isn't concrete or direct. She has little patience for passive aggressiveness or flights of fancy, and she'd rather appreciate something for what it is rather than what it could be. She's not easy to get along with, owing to her bluntness and lack of expressiveness, but she's a loyal friend who looks after people she cares about.
    • Herja shares Mikoi's appreciation of beauty, but what she finds beautiful is mostly herself and battle. In her mind, there's nothing so lovely as a fight, where emotions run high and death could come at any moment. She has a high opinion of herself, but maybe it's justified. She mostly influences Mikoi to continue using her powers by showing her the beauty of battle.
  • Mikoi was an art student supporting herself by working as an artist's model. It wasn't a job she enjoyed, but it allowed her to meet other artists and learn from them. Ultimately, she quit after an artist old enough to be her father propositioned her and she punched him.
    • While walking home, she saved an old woman from a mugger. The old woman gave her a belt buckle in thanks. Mikoi initially planned to sell it, but when it gave her superpowers and a new hair color, she found herself stuck with it. (She's going to get a giant bull at some point.)

Water Warrior Valkyrie
  • Asakawa Kana, hero and secret identity. She's bound to the valkyrie Svipul.
  • With the invocation of "Water! Justice flows!" in broken German, Kana calls up the power of Svipul, the Sea Ascendant Over Earth inside the belt buckle at her waist. A funnel of water envelopes her, then dissipates, revealing Kana clad in armor and carrying a rod and a morningstar.
    • Super strength, stamina, and durability: While she is the least durable of her team, she is much tougher than a baseline human.
    • Flight
    • Water and moisture manipulation
      • Ice and cold manipulation
    • Magic:
      • Illusion generation
      • Healing: Kana can heal others by channeling her life force; unfortunately, doing this for long periods of time leaves her extremely weak and drained.
    • Rod and morningstar: Kana most uses these as foci for her magic, though she has used them as actual weapons as a last resort.
    • Mental defenses:
      • Anyone who tries to get inside Kana's head will have to deal with Svipul, who is pretty nice by valkyrie standards. By human standards, she isn't.
      • A perception filter surrounds Kana, preventing anyone from noticing that she and the Water Valkyrie are the same person.
  • Kana is a tall, stocky, 16-year-old Japanese girl with blue hair. Her valkyrie armor resembles wizard's robes, with leather armor.
  • Despite her status as the biggest of the valkyries, Kana is easily the least confrontational. She's seen how violence can destroy lives, and as a result, she prefers to hang back in fights, casting illusions to mislead her enemies and healing her friends and civilians. She's flexible, adaptable, and compassionate, but also moody, temperamental, and easily frightened. While she doesn't like to fight, she has been known to react violently when scared, and she often worries that this makes her a hypocrite. She often goes along with what others want if it means avoiding conflict, but she's not a doormat.
    • Svipul has done terrible things, and she regrets every single one of them. She'd given up hope until Kana found her, and now she believes that the girl may be her chance to make things right. But will it be enough?
  • Kana lost her parents at a young age, when her father refused to pay money to a local protection racket, and they burned his store down- while he and his wife were still inside.
    • Kana was sent to live with her grandmother, a professor of comparative mythology. Her childhood was fairly uneventful from then on, up until her sixteenth birthday, when her grandmother gave her an old belt buckle that she said had been in their family for generations. To Kana's amazement, the buckle gave her superpowers, and a spirit inside who wanted to guide her. (And apparently someday, a sea serpent.)

Steel Warrior Valkyrie
  • Fuchizaki Fumiko, hero and secret identity. She's bound to the valkyrie Brynhildr.
  • With the invocation of "Steel! Justice shines!" in broken German, Fumiko calls up the power of Brynhildr, the Iron Forest inside her belt buckle.
    • Super strength, stamina, and durability
    • Flight
    • Metal manipulation
    • Electromagnetism manipulation
      • Electricity manipulation
    • Steel bow: Fumiko's bow can create arrows out of ambient static electricity and fire them at subsonic speeds.
    • Mental defenses:
      • Anyone who tries to get inside Fumiko's head will have to deal with Brynhildr, the most inhuman of the valkyries, whose true visage is so terrifying it's been known to drive people mad.
      • A perception filter surrounds Fumiko, preventing anyone from noticing that she and Steel Valkyrie are the same person.
  • A 15-year-old Japanese girl, average height and build, with steely gray hair. Her costume resembles that of the Earth Valkyrie's, albeit with steel plates instead of ceramic.
  • Fumiko, like Mikoi, is inexpressive, but Fumiko takes it to the level of almost being robotic, speaking very little and expressing little emotion. But she does have feelings- she just doesn't show them unless something really interests her, and not much does, aside from cosplay, fanfiction, science, and logic puzzles. She doesn't get along easily with others, but if she decides she likes you, you're not getting rid of her easily.
    • Brynhildr is machine-like and voiceless. She communicates with Fumiko through the sensation of words, and very rarely- only when Fumiko asks for help, and only to provide strict advice and instruction.
  • Fumiko was a normal(ish) teenage girl until the day she was kidnapped by a witch who planned to use her soul to unlock a magical artifact. Fumiko challenged the witch to a game and beat her, winning her freedom and the artifact: an old belt buckle that had a valkyrie spirit inside, and gave her superpowers. (And she's going to get a giant iron golem for a pet soon that can absorb the other animal companions to form basically a Megazord.)

Skogrsal

  • Sato Yoshi and Nakamura Tetsuya, heroes with secret identities. Yoshi is bound to Yngve and Tetsuya is bound to Trygve.
  • Yoshi and Tetsuya possess amulets that have ancient Viking spirits; unlike the Valkyries, they have to let Yngve and Trygve completely possess them to use their full power- but they're gradually gaining more control.
    • Both of them have power over wood and nature- moreso Yoshi, who can reinforce his body with plant matter, letting him heal his wounds with wood and transmute it into flesh. He also has super strength, stamina, and durability, and a double-bladed axe that he can throw.
    • Tetsuya has magical abilities, mostly based around magically enhanced chemicals that can empower his allies, or create bursts of fire, ice, or lightning. He also has a spear.
    • By combining their strength, they can summon a gigantic tree demon.
  • Yoshi is a heavy set Japanese 16-year-old with a buzz cut- all of whose fat is muscle. Tetsuya is a 15 year old Japanese boy with longer hair than usual, considered rather pretty.
  • It would be a bit simplistic to describe Yoshi and Tetsuya as "Bulk and Skull with superpowers," but not entirely inaccurate. They're delinquents, brash, careless, and self-aggrandizing, but they're also genuinely heroic at heart. Tetsuya is the self-proclaimed brains of the duo, and while he is the idea guy, it would be a stretch to call him smart. Yoshi, meanwhile, generally goes along with Tetsuya's ideas. He's not particularly bright either, but he occasionally shows a bit more common sense.
  • After the Valkyries made their public debut as a team, Yoshi and Tetsuya, best friends since toddlerhood and students at the same school of the Valkyries in civilian form, developed an interest in finding out the Valkyries' secret identities. While most of their attempts ended in them getting humiliated, they did catch the eye of one of the Valkyries' enemies, who decided to use them as pawns by giving them their amulets and then sending them to battle the Valkyries. Ultimately, they overcame the villain's influence and helped the Valkyries defeat them, and now they're allies, kind of.

Sijo from Puerto Rico Since: Jan, 2001
#329: Jan 14th 2017 at 1:16:54 PM

TLDR. J/K, but damn that was a wall of text, have mercy on your poor GM! That said I love both Magical Girls and Sentai, so all are approved. OTOH I won't list them separately. Too much work. Yes I'm lazy today. evil grin

Vampireandthen In love with an Uptown Girl from Northern Ireland Since: Apr, 2016 Relationship Status: A teenager in love
In love with an Uptown Girl
#330: Jan 14th 2017 at 5:28:16 PM

  • Identity: The Lost Warrior, also known as Markus Khan
  • Powers & Abilities: Markus Khan practices a magic related to that of the old Celts. He mainly wields a sword through which he channels this magic, which can enhance his strength, speed, stamina and endurance. He can fire blasts of fire from his sword. His sword is unbreakable.
  • Description:
  • Personality: how he or she usually behaves
  • Background: his/her/its origin

WIP.

edited 26th Feb '17 10:20:36 AM by Vampireandthen

Please allow me to introduce myself, I am a man of wealth and taste. Nice to meet you, hope you can guess my name.
Killfuch_Soulschitter Villain Number 6 from where memes go to die Since: Jan, 2017 Relationship Status: Healthy, deeply-felt respect for this here Shotgun
Villain Number 6
#331: Jan 18th 2017 at 6:50:44 AM

edited 19th Jan '17 8:18:15 AM by Killfuch_Soulschitter

—HARDCORE SATAN-LEVEL HEAVY METAL SCREAMING—
Booky Since: Sep, 2015
#332: Jan 28th 2017 at 10:43:11 AM

Because you can't have too many monsters. Reserved/NPC

Identity: Sir Joshua Templeton/Mr. Crowd.

Villain-well known to law enforcement and anyone involved in the mystic arts (who are thoroughly creeped out).

Powers & Abilities: The being that calls itself Mr. Crowd is essentially the combined mass of up to fifteen people, with the vast majority of its body tucked away in a pocket dimension and only brought forward at need.

Amorphous Body: Crowd can manifest additional arms, legs, eyes, and even heads etc. anywhere on its body. These can also be of almost any shape, such as an extra-long arm with a bony spur on the end, tentacles, or an eye on a stalk. Crowd has strength, speed, and durability several times that of a normal person, and its senses are also as keen as possible for a human. It heals as slowly as a normal person, but any wounds or broken bones can be “shifted” away and replaced by fresh parts while the others heal. By using or putting away its stored mass, Crowd can increase its size to up to seven feet tall, with additional bulk or down into a flattened “puddle.” For its own amusement, the being can change its voice to that of another person or many people just to creep out others.

Human Absorption: It’s been theorized that Crowd can pull new bodies into itself to increase its physical attributes or to heal. While no direct evidence of this has been seen firsthand, the fact that it seems to be stronger than originally reported and the disappearance of several people lends weight to this idea.

Psychic Resistance: Trying to enter Crowd’s mind will draw the attention of the entire being and be met with overwhelming force. However, it’s also impossible for Crowd to hide itself from a psychic unless it’s standing in a huge group of people-no hiding alone in a secret room or around a corner. Anyone with any mental or magical powers will always “see” it coming and be troubled by the sensation. While it can draw upon their memories, skills and mannerisms, for the most part it prefers not to do so unless there is a clear advantage or it will disturb someone.

Weaknesses: Anything that causes large-scale damage, such as a large-scale fire or acid, will make Crowd retreat. While the other minds are totally under the control of the main and cannot be turned against it, they can be temporarily distracted, especially if it is calling upon them to multitask or if it’s trying to fight a large group of people.

Description: Usually, Mr. Crowd uses its default form of a plump, harmless-seeming older Caucasian man with silver hair and a friendly smile, wearing glasses, a shiny blue-green suit and brass-colored vest and bowler hat, but it can assume the appearance of any of its other “bodies”. If it’s not paying attention, strange bulges will appear and move, other parts might appear on exposed skin (hands on its neck and such) and its eyes will change color randomly. It usually speaks in and prefers an upper-class English accent and likes to carry what appears to be a fancy walking stick made of ivory (actually a piece of extruded bone).

Personality: Crowd enjoys pretending to be a normal human until unmasking its true self in a horrific manner, either by shifting or committing acts of gruesome violence. It’s fascinated by all aspects of society and will engage in endless hours of people-watching and quizzing people in a friendly manner even while it is attacking or torturing them and seemingly displaying genuine sympathy and solicitude. If these attempts are rudely rebuffed or it is injured, it will try to harm its enemy in the most painful way possible while sulking and seeming genuinely confused as to why they hurt it. Deep down it’s an inhuman being who sees hurting people as an intriguing pursuit, and very little is beyond it as far as causing pain and terror. One carryover from Templeton’s personality remains, however: it will always keep its word and speak the truth, and any implication otherwise will cause it to fly into a red rage. Curiously, it has allowed Templeton’s wife and child to believe that he is dead. If asked, it will have no idea why it hasn’t chosen to personally torture them with his face.

Background: Things had been difficult in Great Britain on the superhuman front during the 90’s. They had several champions, such as the Tower, Bulldog, and of course Professor Intrepid, but these folks generally handled crime and natural disasters, or bad guys who came in from outside. It had been at least twelve years since any part of the UK had faced a supervillain attack of any magnitude, and although there were several empowered British bad guys they were mainly B-Listers. Questions were being raised in the Government about the expense of training and housing heroes at the taxpayers’ expense, and while no one was advocating scrapping the program, budget and staff cuts were looking to be imminent.

Sir Joshua Templeton had been appointed to the Director’s chair of TALOS’s English Branch, and he was determined to be seen to be doing his part. However, the problem was obvious: how to make his name famous if nothing was going on to oversee? Then he hit upon what he considered to be a brilliant scheme, one which his sycophants in the department quickly lauded as the perfect answer. “What we need,” he is recorded as having said, “is to make our own Moriarty, since none has appeared for us. A supervillain that we can easily control and use to train our assets against real threats and to make them appear more important and impressive to the rest of the world.”

The Branch had a healthy supply of confiscated and discovered items from both arrested threats and unexplained incidents over the years. One in particular caught Sir Templeton’s eye: a small necklace made of red metal with a pendant. An inscription on it had been translated from an unknown language to read: “This will give a mortal the strength of many men and the heart of something greater.” It certainly sounded promising. (Subsequent events resulted in the termination of the entire linguistics department). Now, all that was needed was a candidate.

From what can be pieced together afterwards from records and video evidence, Templeton chose to give the pendant to a convict from a military prison named Graham Nash. The man would be granted a pardon and special status to operate on behalf of the Government as a “special asset”. In return, he would follow their directions and plans to the letter, with a subdermal explosive implanted in his neck to ensure his compliance (as per Mr. Templeton's orders). Any suggestions of defiance or concern that his status could be discovered would result in the detonation of the explosive.

The testing of the pendant brought in a large group: scientists, high-ranking officials, and even a representative of the Royal Family and the UN. Everything seemed to be working properly after the pendant was locked around Nash’s’ neck, and he even demonstrated enhanced physical abilities. However, Nash soon began complaining of a “grinding, pulling sensation, and extreme pain.” Medical officials attempted to medicate him, but he lashed out, seeming to pull the doctors into his own body. The onlookers panicked, but Nash apparently leaped forward and grabbed more people. At this time the cameras cut out, but the audio remained.

It’s said that the screams could be heard across much of the city, especially through the Underground.

No bodies were recovered when the military and rescue teams burst into the examination room. Nine people had simply vanished, with only their torn clothes and various items such as briefcases found scattered around the room. In the immediate aftermath, a police officer reported seeing Sir Templeton walking away from the secret facility and that she would attempt to question him, but she could not be located afterwards. Over the next several years, messages trickled in of Templeton showing up in various locations around the world, usually at the same time as some act of brutal violence or an especially gory assassination.

The British intelligence community held fast to a policy that any such reports were the act of a “lookalike” used to smear the name of a man well-known in the business, while in the criminal community a Mr. Crowd developed the reputation of a “nuclear option;” you only really called him in if you didn’t care about subtlety or collateral damage, but only that your opponent disappeared. Most recently he has been spotted in Easton City, but his mission is unknown.

edited 28th Jan '17 4:52:46 PM by Booky

Sijo from Puerto Rico Since: Jan, 2001
#333: Jan 28th 2017 at 4:37:11 PM

This strikes me as a better character for a horror game than a superhero one... but the two aren't mutually exclusive. Just don't let him get away with any atrocities and I'll allow it in my campaign.

Note: TALOS would never allow anything like implanting bombs on people- They're SHIELD not Suicide Squad. However since the plan clearly was beyond the rules to begin with we can accept it.

Booky Since: Sep, 2015
#334: Jan 28th 2017 at 4:54:09 PM

Downside of watching Tokyo Gore Police the other night. I'll have the NC-17 stuff happen offscreen. And I changed it so that the head of the Branch authorized the explosive, not TALOS.

edited 28th Jan '17 4:55:35 PM by Booky

Cwest5538 Blood Mage Apologist from Kirkwall Since: Aug, 2016 Relationship Status: You cannot grasp the true form
Blood Mage Apologist
#335: Feb 2nd 2017 at 6:28:15 AM

Alrighty, this is a bit rushed. I'll polish it up later. Possible reserve character:

Name:

Miles Walker.

Gender:

Male.

Alignment:

Villain.

Age:

17.

Powers:

Enhanced Speed and Dexterity: Miles, while hosting Jack, is about twice as fast as a normal human being, and can run for hours without needing to stop to take anything more than a few breaths. His reflexes, climbing ability, and jump height are also all increased while hosting Jack.

Regeneration:

While using Miles as a host, Jack enables him to survive injuries that would cripple or kill a normal human. While his influence doesn’t do that much in combat besides stopping Miles from bleeding out or being killed almost instantly by more powerful foes. Over time Miles can recover from most wounds. Sadly, this regenerative ability doesn’t enable the kind of rapid healing that could get him back in the fight ASAP if his arm nearly got torn off, for example.

Two Minds:

Jack can assume control of Miles, shoving his consciousness to the back of his mind and using his body as a puppet. This control is not sustainable for long periods of time if the host resists, however. But because Miles trusts Jack (and vice versa) Miles will usually let the worm take over if needed. As a result, disabling Miles (physically, chemically, ect) does not necessarily disable Jack- and once again, and vice versa. This makes capturing Jack Miles very, very difficult without the proper tools.

Weaknesses:

Personality Clash: In combat, there isn’t much time to think or discuss. But in everyday life, like most people, Jack and Miles don’t always see eye-to-eye. Minor disagreements can result in Miles being distracted, looking crazy or weird, or getting hurt because he wasn’t paying attention. Major clashes can result in both of them struggling for control, or Jack taking a short “vacation” from Miles.

Parasite Host: Jack is technically a Bio-Weapon, and doesn’t belong to a widespread species. In practice, he shares many, many traits with common parasites- and as a result, most of the things that hurt insects will hurt Jack. This generally means that Miles has to avoid parasite medicines, insect killers, ect, like the plague.

Still Human: Miles, even with the enhanced abilities that result from hosting Jack, is still very much human. While his regeneration makes him very durable, he doesn’t have much endurance. When going up against heroes, energy blasts and bullets hurt like all-hell, and enough damage can make him black out from pain. In other words, ouch.

Description: Miles is pale skinned and blue eyed, and has dark brown hair. He almost always wears a black hoodie and jeans, along with gloves and running shoes. He almost always looks disheveled or dirty, and most people tend to hide their valuables around him when they catch a glimpse.

Personality:

Miles himself is blunt, often preferring to go the direct route. Because he’s never had a place to stay or call his own permanently, he is flexible and tends to hate staying in one place. Wanderlust is his middle name.

Background:

Miles is rather ordinary. He used to be a small-time thief, snatching purses and wallets to survive, and following superhero/supervillain dramas like your average person. The thing that really changed his life was finding and rescuing Jack. Since becoming friends with a mind-control worm, his life has changed for the better. AKA, snatching purses and robbing bigger things. It’s still a step-up to him.

Name:

“Jack,” Subject Alpha.

Gender:

Male.

Alignment:

Villain.

Age: Three. (Mental age of 19.)

Powers:

-Telepathy: Jack can mentally communicate with creatures within twenty feet of himself. His words are received in English if the target knows it, and in what they consider to be their best language otherwise.

-Symbiotic Relationship: When Jack “infests” someone, they gain certain abilities and strengths to further their survivability. These have all been listed on Miles’s powers section, of course.

-Flesh Swimmer: Jack can effectively burrow into a human without harming them. Flesh, muscle, and bone all part as he passes, reknitting in an instant after he moves; Organs reshape themselves to make way for him. Typically, he resides wrapped inside the host’s rib cage, usually around the heart. On rare occasions, he resides inside the skull. He can also effectively possess the host, although this control can be shaken off as previously mentioned. Jack almost never infests anyone that isn’t willing.

Weaknesses:

-Worm: Jack is small. At about a foot long and as thick in the middle as a chestburster from Alien, he basically relies on a host for survival. There are a million different things that could kill him in half a second; humans, animals, even plants. His gross appearance also counts against him. As does the fact that he has no hands and virtually no strength. And no legs.

Basically, him being a freaking snake-worm is his main weakness, here.

Description:

Jack visually resembles a snake or worm. His body is covered in chitinous, yellow plates, which cover his soft, soft skin. His head has a tiny toothy mouth and a pair of mandibles, and four red eyes evenly spaced out. He has no legs, as previously mentioned. Or arms.

Personality:

Jack is oddly intelligent for a sapient Bio-Weapon. His personality can best be described as charming but impish, as well as horribly, horribly insulting at times; although he does enjoy humor and messing with people, his hearts are in the right place. Yes, hearts. That isn’t a typo.

Origin:

Jack was created as a Bio-Weapon, a prototype designed to take control of enemy troops and civilians and use them as soldiers. After three years of being mistreated, he eventually escaped, and struck up a partnership with Miles.

edited 12th Feb '17 11:02:59 AM by Cwest5538

Wooze looks at Glass with a 'please take her away' look
Sijo from Puerto Rico Since: Jan, 2001
#336: Feb 2nd 2017 at 6:51:20 AM

Now here's an original concept. Creepy but interesting. Approved.

God_of_Awesome Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
#337: Feb 7th 2017 at 6:02:19 PM

Head Of The Super-Human Resources Department

  • Robert "Bob" Rothenberg, TALOS Agent
  • Robert has the power of AUTHORITY! His clearance has given him a far more intimate understanding of the various sides of supernatural side of things and general super scene than even his peers. He's Mr. Exposition is what he is. Also, Blind Seer and the Watchers have collaborated to shape his mind scape into a minefield of some of Wally's more horrific visions, Mongrel makes him wear a ton of protective amulets and Dr. Maddox III has secretly installed a small army of nanomachines in his body that monitor his vitals and can be configured for every emergency Michealangelo could think of.
    • He's trained as a TALOS field agent, with extra emphasis on dealing with super powered foes. He has espionage and combat training, with gear suited for both, again with that extra emphasis towards super powered foes. His very standard fare is some very thick and fancy looking manacles, rated for lower-top tier bricks at least, a "gel-prison" that will slowly grow over a prone body, leaving only the face, with a sligtly lower rating than the manacles and psi-disruptors that, when applied to the temple, simply makes it very hard to focus, which makes using many powers difficult. He can requisition and even commission a lot more than that, but he usually will have to tailor it to a particular foe.
  • Lookit this happy bastard
  • Robert has the power of EMPATHY! All his charges actually like him, because he's nice and friendly and Team Dad, stern when he needs to be and caring at all other times. He doesn't advertise that he has a small kill team of superhumans willing to take holy vengeance for his ass, but he totally does.
    • While a big believer in organized law enforcement, he's a big fan of super heroes and a super powered scene junkie in general. He's got all the documentaries on old school supers, especially their deployment in all the majors wars, and he keeps abreasts of the merchandise and media that ends up surrounding them. Namely, though, he tries to keep his own charges from being subject to it all.
  • Bob had been a cape chaser when he was young, positively convinced that he was destined for super powers himself. Unlike some, he didn't do it by, say, jumping off a bridge and hoping he'd spontaneously gain the power of flight. No, he literally chased after caped super heroes, studying their tactics and that of their enemies. He studied combat tactics in general, training and honing himself. One day, his obsessive chasing managed to happen upon a full on super brawl.
    • Little Bob cheerfully declared he was here to help and things went... well, interesting from there. There had been six sides to the fight; two high street-level gangs duking it out, two super heroes there to stop them while absolutely convinced the other was actually with the villain, a third hero trying to beat some sense into the last two and a super villain attracted to chaos as an opportunity. It was pure bedlam, and there was this kid, barely thirteen, running around, actually showing well for himself against supe powered foes and adding to the confusions. One gang didn't want kid killing on their rap sheet, the other one saw him as a weapon of chaos and kept herding him towards their foes, the villain saw the same thing and did it better, the two heroes kept demanding why the other brought their side kick and the one calling for calm now had to make sure this kid didn't get squashed.
    • TALOS intervention was actually called in to resolve the situation with extreme prejudice. Two gangs and two stupid super heroes were arrested, one villain made it scot free with the gangs' loot, one slightly more sensible hero was lectured and Bob was given the brow beating of his life. Then he was handed a card and told there might be a job waiting for him when he's older. He never got any powers though, and accepted that he wouldn't at that point. That never meant he couldn't hang out with people who did, clearly.
    • He got older, more mature and went to join TALOS when he was of age. In training, he excelled in matter of mind and body, but his gung-ho attitude had to be slightly toned down. They managed to reign in his fanboy-ism and instill in him a proper, lawful attitude expected of a TALOS agent. Still, his interest were clear and he ended up working his way as the non-powered head of the S-HRD by endearing himself to his powered co-workers and then subordinates. That he is a non-powered person in charge of those with powers is something that has had different reactions from different parties.

Sijo from Puerto Rico Since: Jan, 2001
#338: Feb 7th 2017 at 6:37:42 PM

And now we have our own Agent Coulson. wink Approved.

SonOfSharknado Love is Love is Love Since: Oct, 2013 Relationship Status: And they all lived happily ever after <3
Love is Love is Love
#339: Feb 8th 2017 at 12:04:47 AM

  • Cough cough*

So are we still accepting applications?

My various fanfics.
Sijo from Puerto Rico Since: Jan, 2001
PresidentStalkeyes The Best Worst Psychonaut from United Kingdom of England-land Since: Feb, 2016 Relationship Status: [TOP SECRET]
The Best Worst Psychonaut
#341: Feb 9th 2017 at 7:00:53 AM

Question: how exactly do NPCs work? Do people submit them and then they just randomly pop up throughout the RP? I may be thinking that I'd have too much on my plate if I actually properly played, but I'd have no issues with putting forward thousands upon thousands of NPCs. :V

"If you think like a child, you will do a child's work."
Sijo from Puerto Rico Since: Jan, 2001
#342: Feb 9th 2017 at 1:16:07 PM

You can create NPCs if you want but I get to play them when and how I want. In fact I reserve the right to use PCs not currently in use as well though I try to avoid doing that unless its a character I *have* to use (example, the Mayor of the city.)

Booky Since: Sep, 2015
#343: Feb 9th 2017 at 1:16:45 PM

I'm kinda in the same boat. I have about 100 characters in my head I could submit, though I can see how that might be irksome.

edited 9th Feb '17 1:18:02 PM by Booky

PresidentStalkeyes The Best Worst Psychonaut from United Kingdom of England-land Since: Feb, 2016 Relationship Status: [TOP SECRET]
The Best Worst Psychonaut
#344: Feb 12th 2017 at 1:36:45 PM

Here's something I thought I might put forward. I have a couple ideas how I could work her into affairs but I'd need to catch up on the thread's story first...

Emp

  • Identity: Zabazzu; interstellar thief, saboteur and occasional prankster (villain, open ID)
  • Description:
    • Emp is a diminutive and scrawny-looking alien, about two feet tall, who resembles a cross between a hairless bat and a goblin. She has an oversized head with two large, bright orange eyes, a stubby batlike nose, a big mouth lined with sharp teeth and a pair of enormous pointy batlike ears on the sides of her head. She also has three sharpened claws on her hands and feet. Her skin is a pale gray and is mostly bare, though there are a few sparse hairs on either side of her nose, on her eyebrows and on her elbows and knees. Looking at her, you probably wouldn't know she's female until she opened her mouth; the only 'feminine' thing about her appearance, by human standards, would be her relatively slender body shape.
    • She typically wears a sci-fi jumpsuit with short sleeves and legs, coloured jet-black with electric blue linings, along with fingerless gloves and a pair of goggles. The goggles are round but with metal plating over the lenses, with only bright blue 'slits' to see through. Both the goggles and the suit have specific purposes relating to her powers. In addition, her skin can glow bright blue, the brightness depending on how much stolen electricity she's stored inside her.
  • Powers & Abilities:
  • Personality: To call Emp a literal troll would not be entirely inaccurate. She's a serial mischief-maker who just loves watching people make fools of themselves, and to this end she's become adept at picking at people's tempers through attrition, searching for the one thing that'll piss them off the most. In fact, the one thing she loves more than making mischief is technology. A borderline kleptomaniac, she has no real use for advanced tech and gadgets, nor does she have any desire to sell them to the highest bidder. She just loves stealing technology for no particular reason, especially if it's rare or hyper-advanced. Her own justifications vary. Sometimes she'd argue that it's an extension of her love of mischief-making; in a society that relies on technology to survive, sometimes the absence of that technology creates much more chaos than anyone could imagine. Other times it's the simple act of theft that gives her an adrenaline rush. She's never entirely consistent. Of course, the truth is that it's all an act to cover up her vast insecurities. While she can be very crafty and devious when she wants to be, she's crippled by short-sightedness and an overpowering need for attention. She's essentially a bratty little girl in the body of an alien creature, prone to underestimating her opponents' strength or intelligence, and then throwing childish temper tantrums when she doesn't get her way. To say she has some psychological issues would be an understatement. If she was a little saner, her powers could make her an agent of untold havoc, capable of bringing entire countries to their knees. As it stands, her issues hold her back and she refuses to see it. On an incidental note, she has a voracious appetite; she can and will wolf down an entire fridge's worth of food in hours.
  • Background:
    • The Emps have had a troubled history with the wider Galactic Community. First they found out that the GC had deemed them an 'underdeveloped' species and purposely withheld technology that could have saved lives taken by many of the planet's countless storms, and retaliated by finding their way off-world and forming into bands of marauding pirates, using their control over electromagnetism to disable GC vessels, take them over and spread across the entire galaxy. The GC, in turn, deployed the Star Corps to control the attacks. The majority of these bands have either been destroyed, arrested or disbanded, but some remain active to this day. As a result, the Emps are typically seen as pests by the wider Galactic Community.
    • Zabazzu, despite being raised by one of these pirate bands, was determined to shake off that reputation and become a valued and respected member of the GC. Unfortunately, it seemed that regardless of what she did, the GC just refused to let it go. She was kicked out of dozens of cities on the planet Yol, where she lived, out of fear that she might disrupt the power grids upon which the GC relies, accidentally or otherwise. The only jobs she could find were usually low-paying jobs at greasy diners or bars out in the far reaches of civilisation, and even there she was subject to distrust from customers; she was dismissed more than once because customers refused to enter the business or use the business' internet out of concern for the safety of their electronic goods. She couldn't even leave the planet, as no shuttle would let her on.
    • Zabazzu soon became desperate; she even resorted to offering to work for free, just so she could say she was helping. She'd stand on street corners and offer to polish people's shoes, draw caricatures, or give backrubs, but none of it worked. But then, it seemed she got lucky. A very nice man approached her and informed her of a fantastic job offer that actually made use of her powers. He worked for a 'super-secret organisation' that needed power for their various operations, and suggested that Zabazzu take it from all the ungrateful people around her, transferring it into batteries they owned. Zabazzu was overjoyed. She jumped at the chance, and within weeks she had stolen a vast amount of electricity for this organisation. The very nice men who she worked for even seemed to treat her with respect; they even paid her. It seemed as though she finally earned a place in society... but of course, it was too good to be true.
    • Eventually, a cafe was blown up in a terrorist attack, killing fifteen galactic citizens. Seeing the attack on the TV, she recognised the attacker as one of the very nice men who she worked for. When another one of them showed up to give her another task, she inquired about the resemblance. Her boss suddenly turned hostile and tried to kill her, saying something about how she 'knew too much' and was 'smarter than most Emps'; however, Zabazzu instead killed him in self-defence. Unfortunately, however, the entire incident was caught on camera and Zabazzu was soon arrested for stealing electricity and being complicit in a terrorist plot, even unknowingly. Despite her lawyer's best efforts, she was found guilty in court. It was at this moment that she snapped and lashed out at the judge in a berserk rage, biting one of her fingers off.
    • For this, she was sent to a notorious asteroid prison, popularly known as That Place. She spent the next ten years locked up in That Place, where she slowly but surely lost her mind. She decided that if the galaxy would only see her as vermin out to destroy their precious technology, then that's exactly what she'll be.
    • Some time after this epiphany, she engineered a successful escape, becoming the first inmate to escape That Place in almost a century. Now a fugitive from the law, she decided she'd head to a planet that her father had apparently visited, tearing apart aircraft during a vast world war that took place a while back. Hitching a ride on a scientific survey ship, she commandeered the ship and crash-landed it... on Earth, in the woods just outside Easton City. She could tell right away that there was lots and lots of fancy technology there for her to steal and destroy.

edited 12th Feb '17 1:55:10 PM by PresidentStalkeyes

"If you think like a child, you will do a child's work."
Sijo from Puerto Rico Since: Jan, 2001
#345: Feb 12th 2017 at 4:29:20 PM

This is a great character, both in powers and in backstory (nice use of the campaign space material btw.) Approved- feel free to use her as soon as you can fit her in.

PresidentStalkeyes The Best Worst Psychonaut from United Kingdom of England-land Since: Feb, 2016 Relationship Status: [TOP SECRET]
The Best Worst Psychonaut
#346: Feb 12th 2017 at 5:23:20 PM

Thanks! I knew all that reading-up would pay off. grin

"If you think like a child, you will do a child's work."
EchoingSilence Since: Jun, 2013
#347: Feb 13th 2017 at 7:12:15 AM

  • Identity: Ace, Adrian Cecil, Criminal, Secret
  • Powers & Abilities:
    • Strong Build - Works out on average for a person of his size to keep a steady shape and be ready to move
    • Criminal Mastermind - A genius planner and on the ground strategist, Ace works best on his feet making sure everything goes to plan
    • Marksmanship Skills - While nowhere near a sniper, Ace boasts good aim with a gun which he puts to good use when in a gunfight should anything go wrong
    • Sleight of Hand - Quick on the draw and quick with his fingers
    • Average Human - Above all, still a unaugmented human being, bullets will kill him and he can't last in a straight up fight against the superhumans that exist in Easton
  • Description:Icy Blue Eyes, slick black hair, fair skin tone, 5'11" in height, tends to wear slick black suits custom tailored for crime with black gloves for hiding fingerprints,
  • Personality: Ace on the job is very sedate, he doesn't speak much other than directing commands, and he tends to be very cold to whatever hostages may so happen to be stuck with him on a louder heist, but he's not a monster. Ace prefers professionalism more than anything and would rather things go smoothly, shouting at people doesn't fix anything. Off the job he maintains a affable but still distant air with the people around him, it mostly being a act to fit into normal society and not be spotted.
  • Background:
    • Ace grew up with a relatively quiet life, plenty of opportunities ahead of him, but none ever came. Slowly things continued to spiral downwards until finally it crashed. With nothing left, Ace started turned to whatever could make him money, eventually pulling his first heist.
    • As it turned out, Ace was good at stealing cash, real good. He got through whatever heist was pulled often being the only one to get out alive or out of jail, this did create some problems for him. He needed a consistent crew that would last through any heist they pulled, and so he started looking.
    • Eventually he pulled together a crew and they worked hard, eventually expanding outwards into a full on crime syndicate known as Deck with Ace being the leader of the Spade House, the Ace of Spades. Now Ace and Deck is in Easton, ready for whatever may come their way. Everyone needs a Payday.

Sijo from Puerto Rico Since: Jan, 2001
FallenLegend Lucha Libre goddess from Navel Of The Moon. Since: Oct, 2010
Lucha Libre goddess
#349: Feb 14th 2017 at 8:25:39 PM

I have been thinking on maybe doing a dark magical girl based on the giddess Isis. But I was kinda worried that it might be too much of a copy of D.C.'s Isis.

Given you are our resident expert sijo. What do you think?

Make your hearth shine through the darkest night; let it transform hate into kindness, evil into justice, and loneliness into love.
Sijo from Puerto Rico Since: Jan, 2001
#350: Feb 15th 2017 at 6:22:35 AM

Well, the TV Isis was only *barely* based on the Egyptian goddess. There's plenty of room for you to do your own version. Submit yours and we'll see.


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