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  1. #1
    Voice of the Authorities Cleric of Hell's Brigade's Avatar
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    Default School House Rumbles 3: The Reborn Age of Fighters RPG Discussion Thread 3.

    As the last one is near enough to the end of its duration, I figured I'd start the next one rolling.

    Oh, and I'll also be posting some info on the Steampunk/Gothic RPG I have planned next in this thread, with blessings from the mods.
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  2. #2
    Winter Queen Tami's Avatar
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    Quote Originally Posted by FarBeyondC View Post
    Here's part 1, PCs

    PCs- Should be self-explanatory; these are the characters that are being played by fellow Rumblers. Note that stats are listed in order of significance.

    1. Boss Bali- KingofPie (Stamina / Water / Ancient Tech / Leyline)
    2. Camryn Durand- Chrosis (Earth / Fire / Leyline)
    3. Casimir Endellion- Cthulhu_of_R'yleh (Durability / Earth / Speed / Fire / Strength)
    4. Eisen Schneider- Ghost (Ancient Tech / Durability / Strength / Endurance / Speed)
    5. Elewa Ballo- Nik Hasta (Durability / Earth)
    6. Ember Thorn- Guy1 (Strength / Durability / Speed / Stamina)
    7. Iriesia Cramoisie- FarBeyondC (Fire / Water / Air / Durability / Earth / Speed / Stamina)
    8. Jeffry Rathberg- GranpaGen (Speed / Strength / Stamina / Durability)
    9. Kingston Sicarius- Froggy (Air / Speed / Ether)
    10. Kyra Ogawa- FalconX2000 (Strength / Speed)
    11. Lucic Erund Etem Quin- Siriel (Archaía Koiní Glóssa / Durability / Stamina)
    12. Mack Cavanaugh- Guy Smiley (Air / Speed / Stamina / Ether / Fire)
    13. Marko McCool- Ptrvc (Durability / Stamina / Strength / Speed / Ancient Tech)
    14. Maxana Lindström- Sub-Zero MKA (Earth / Fire / Ether)
    15. Nero Gatlain- Miburohunter929 (Stamina / Ether)
    16. Rivia Tristian- Tami (Light / Speed / Ether / Fire / Void)
    17. Robert Dalts- Hazard (Earth / Durability / Ether)
    18. Rosemary Brielle Vargreaves- Yun Lao (Air / Water / Ether / Fire / Earth / Speed / Stamina / Durability / Strength)
    19. Selma St. Johns- The Dog (Durability / Leyline / Strength / Stamina)
    20. Skye Cortez- WickedElphaba (Earth / Speed / Strength / Durability)
    21. Sloane- Eternal Torment (Speed / Stamina / Ether / Durability / Strength)
    22. Takeshi Sato- Rhyvurg (Stamina / Fire / Durability / Speed / Strength)


    As always, let me know if something is wrong.
    Will have to post the second part down further.
    Last edited by Tami; 12-08-2012 at 07:01 AM.
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  3. #3
    Master of Dickery Chrosis's Avatar
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    NAME: Camryn (Cammy) Durand

    GENDER: Female

    HERITAGE/RACE: French/Caucasian

    AGE: 16

    WEAPON TYPE/MARTIAL SKILL: She has no martial skills.

    APPERANCE: 5’6, 121 lbs



    CHARACTER HISTORY & PERSONALITY: Camryn was always a bit different from the other children. She just didn’t have the same tastes. She didn’t keep up with styles, she didn’t enjoy the same music, and because of that, she never made many friends. As time went on, the friends she did have moved to other parts of the city. In the end, she was alone- most of the time, anyway. She still had parents who loved tried to help her socialize more, but it hasn’t made much of a difference. She joined sports teams- soccer/football and basketball specifically. There weren't any local teams though. The friends she made here were all spread out across a few districts. Playing sports gave her a competitive spirit and some drive, but in the end she was still alone.

    Not really having friends to talk to left her very quiet without much self-esteem to speak of. She’s smart though- fairly intuitive too. Her grades were good and her teachers spoke well of her to her parents. Despite their support, she never really excelled in her classes. She was very nearly popular once- when she discovered her powers. Then she accidentally torched a car. Her social status plummeted again, the ridicule forcing her deeper into her shell.

    And then, when things looked their bleakest, they came for her. Her parents were her only real lifeline, and was was taken away against her will. Kidnapped. Sure, the government made it look very official and sat down with her and her parents before hand, but in the end, nothing they could say or do would prevent her from being taken away. They told her that her powers made her a danger to herself and everyone around her- that she needed to be controlled. They said that left unchecked, her powers could make her a threat to the life of every man, woman, and child in the city. The Paragons told her that she was going to be put through a strict training regime, far more strict than what students normally go through. Her parents cried as they took her away. She begged them to not let them take her. They couldn't do anything.

    She hated it. She hated them. She didn't want any of this. Given the chance, she'd give up her powers and run back to her parents and give life at school another chance. She was surrounded by elemancers, elemanti, and enhancers. She had never known any- only seen them from a distance. Her district had little need for them. Part of her was excited though- maybe the other 'students' here wouldn't be so bad. Maybe she'd find somewhere she belonged. Another part wanted to burn the place to the ground. The third part just wanted to cry.

    THEME SONG: Two Steps from Hell - Elementum

    PERSONAL SKILLS: Her personal skills include an ability to be overlooked (don’t question it, she can be very demure). She’s also very observant and can play the piano to a tolerable degree.

    POWER TYPE: Elemanti

    Volcanus - Cammy's power manifests itself as the ability to control and manipulate volcanic energy, materials, and substances at will. The power of Cammy's lava is determined by her combined Fire and Earth stats.
    Rising Power I
    Rising Power II
    Rising Power III


    Rising Power - Cammy's strength has grown incredibly fast an still continues to increase. As a result of this, she has lost precise control of many of her abilities. For every level of Rising Power in an ability, it's minimum and maximum damage/power increases by 5%.

    Walking Bomb - Cammy may detonate herself in a seismic event when in her lava form, doing her Lava stat in damage in an explosion that reaches as far as an attack of her lava score should. This is very painful and leaves her drained and damaged.
    Rising Power I
    Rising Power II
    Rising Power III
    Rising Power IV


    Heart of the Phoenix - Cammy temporarily increases her Lava score by 50%. However, in this state she become much more mentally fragile. She suffers drastic and rapid mood swings and receives an receives a powerful endorphin rush by using her powers. The more she uses them, the better she feels. To steal a catchphrase, "Once you pop, you just can't stop". This state persists until she actively turns it off, is knocked unconscious, or killed.

    Blazing Aura - When Cammy is under the effect of the Heart of the Phoenix, she communes directly with the Phoenix. This connection grants her a fiery aura shaped like a phoenix that reacts to her will. Not only does it grant her self propelled flight, it also acts like a disintigration aura. Anything that touches it takes damage equal to her fire score. If the durability of the thing that touches the aura has a power that is less than or equal to the fire aura's, it is disintigrated. If the Cammy may deactivate or activate this aura at will. The aura may be expanded in size from reaching within centimeters of her to having a wingspan equal to her fire score in feet.
    Rising Power I
    Rising Power II
    Rising Power III

    Blessing of the Phoenix - Having communed with the Phoenix, Cammy has gained access to its aura without activating the Heart of the Phoenix.

    Boon of the Phoenix - The Phoenix destroys, but it also births anew. Anything wreathed in Cammy's white flames gains regeneration equal to half of Cammy's Lava stat.
    Rising Power I

    Spirit of the Phoenix - While channeling the Heart of the Phoenix, Cammy does not need to eat, sleep, or breath. She is sustained by her own power.

    -Fire (45)

    Energize - Cammy is capable of infusing inorganic materials with energy, rapidly super-heating them. The range and amount of damage/heat infused is based on Fire Power.

    Fire Affinity - Cammy has a resistance equal to her Lava Power stat to the effects of intense heat and fire while she is channeling her volcanic abilities.

    Searing Aura - Cammy is capable of energizing air, super heating it to the point where it would cauterize the lungs of someone who inhaled it without sufficient resistance to heat, which is equal or greater to Cammy's Fire power. This also disrupts all flight involving wind and all wind based attacks unless the user has a Wind score greater than Cammy's Fire score. This move can be disrupted by a Wind score 1.5x Cammy's Fire score.

    Placeholder - Cammy can make Lava-clones of herself, using a combination of fine earth tones and lava.

    Vengeance Seeker - Cammy can sense the changes of heat in the air and "see" where people have been. She can recognize specific heat signatures, unless she's dealing with clones.

    -Earth (85)

    Geomancy - Cammy can shape and control rocks, soil, etc. The power is based on her Earth power, the range is based on the GM's discretion.

    Geomancy 2.0 - Cammy is capable of manipulating all naturally occurring materials that come from the earth- precious stones, metals, soils, etc. This also allows her use Epicenter with these things as the source. She may also sense these materials.

    Epicenter - Cammy can produce a directed shockwave of force with power equal to her Earth stat. Cammy can produce the shockwave from any part of her body or any earth or lava/magma under her control.
    Rising Power I
    Rising Power II
    Rising Power III
    Rising Power IV


    Shapeshifter - Cammy is capable of disguising herself as other people, much like she creates her clones.
    Last edited by Chrosis; 02-13-2013 at 01:47 PM.
    ~Please allow me to introduce myself, I'm a man of wealth and taste. I've been around for a long, long, year, stole many a man's soul and faith.

    So if you meet me, have some courtesy, have some sympathy, and some taste. Use all your well-learned politesse, or I'll lay your soul to waste.


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  4. #4
    Blind Resolve Hazard's Avatar
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    NAME: Robert Dalts

    GENDER: Male

    THEME SONG: In The Hall of the Mountain King

    HERITAGE/RACE: His family has mixed its blood entirely too many times for him to know for sure.

    AGE: 17

    WEAPON TYPE/MARTIAL SKILL: Any fighter worth his salt would immediately find fault with his aversion to dodging. Robert would hear none of it though. After all, how is he supposed to understand their fists if he dodges? When he actually tries to dodge though, he is a competent brawler.

    APPERANCE:



    Height: 5'7
    Weight: 200 (His body is surprisingly dense)

    His boyish face and slim build are at odds with his character. He's fine with that, though many people wish his appearance matched him better.

    You gotta warn a guy somehow.

    CHARACTER HISTORY & PERSONALITY:

    Robert was raised in a perfectly normal environment. Well, about as normal as one could get in Eden. His parents were loving and supportive and did their best to raise a fine young man.

    Which is why to this day it baffles them how he turned out.

    That's not to say Robert is all that bad. He's a friendly, easygoing youth who is quite in love with his teenage years. He's a loyal friend and frequently helps out around the neighborhood. It's just Robert has this odd notion about... understanding people. People are all different. Because people are different conflict is born, before they can understand each other.

    It's said that conflict should be avoided, but that's all wrong! To truly understand someone you must follow conflict. Fight to your heart's content! Let your soul flow through your fists! Understand and make yourself understood! True understanding can only be born from battle!

    Results of this philosophy are... mixed to say the least.

    When Arcadia Academy asks him to join, his parents are almost glad to see him go. The repair costs were starting to get a bit too high.

    They will miss his cooking though. The kid made one hell of a souffle.

    PERSONAL SKILLS: A man must put his soul in his fists and his cooking. While many people have problem with the first one, Robert has yet to meet someone that has problems with his cooking.

    He's also surprisingly skilled with computers.

    POWER TYPE: Elemancer

    Durability (50) [125]
    Earth (75)
    Ether (10)
    Leyline (30)

    Earth Powers

    Gentle Hands: Robert encases his hands in Earth to add power and weight to his strikes. Despite the power's name, he can use it in any of his limbs. While it looks like Robert is moving the Gauntlets with his hands (and he certainly believes it too), he is actually using very primitive geokinesis for his motions.

    All Over the World: While Robert may think this power doesn't suit him, even he can't deny his uses. If there is Earth he can travel in it. He can swim like a fish in solid ground (be it simple earth, stone, or even metal) or stand in the minuscule particles of dust floating in the air as though it were solid ground. He can bring people along with him while using this power, so long as they are touching him or he is touching them.

    Currently, he can only take other Earth users with him. Not that he knows he can even take people along.

    Diamond Eyes: Carbon Density. The difference between the tip of a pencil and diamond. With this power, Robert is able to increase or decrease the durability of an object or person by his Earth score. Robert needs physical contact for this power to work. Should Robert stop touching that which he is affecting, the effect will eventually wear off in a minute or so. Robert prefers to use this power on himself.

    Yep, I am shamelessly copying Fullmetal Alchemist here.

    Currently, Robert can only use this power with 1/2 of his Earth's score. Upon reaching Earth (20), he will be able to use his full score, to enhance himself.

    It will be impossible for him to increase or decrease other's durability by more than 50% of his Earth's score.

    Bang Bang: A rather limited form of Geokinesis. Robert controls the many particles of dust floating around him and launches them as too tiny to be seen high speed projectiles. Being dust they really shouldn't really hurt much, except they do. A lot. When this power is used a loud bang sound will be generated the moment the dust bullets are launched.

    Robert uses a punching motion while using this power in order to direct his attack. With enough practice, the punching motion will be unneeded to direct this power, but it is unlikely Robert will stop using it.

    My Land: As a result of his increasing connection with the Earth and mastery over his element, Robert has gained the ability to take energy from his surroundings. This power does not increase his healing rate in any form. It merely replenishes his own energy. The effectiveness of this power is dependent on the landscape. It is nearly useless on a desert, but provides Robert with energy for days and days in a jungle.

    Double Boiled Extreme! (WBX): In appearance this form looks like a full body armor of reddish stone covering every inch of Robert's body save for a single eye. The truth is that his entire body has been turned to incredibly hard, incredibly dense rock. Even the single visible eye is not an eye at all, but a very realistic earth construct. The eye is purely cosmetic. In this form, Robert's entire body acts as an 'eye' of sorts, as well as performing other basic sensory functions.

    Robert lacks anything resembling organs in this form, however he is still capable of feeling pain (and even fainting from it). While being destroyed is not harmful to his life (unless he is fully vaporized), he can not just suddenly put himself back together. Recovering from damage done to his body is a painful and long process (depending on how much damage was done of course).

    In this form, his Diamond Eyes durability becomes his natural durability. This does not mean he can use Diamond Eyes on himself again. This form is already at the peak of its molecular density.

    This form is fully controlled by Robert's geokinesis (he wouldn't be able to move otherwise). As such, he can freely shape in any way he sees fit. However his body density varies (his durability lowers) depending on how this is done. He can also add surrounding earth to boost his mass and size, however doing so will lower his durability.

    Finally, this form features long 'scarves' (because saying earth tentacles sounds weird) growing from his arms. Robert is able to use geokinesis to fully control these 'scarves'. He is also able to work his powers through them as though they were his own arms.

    Ether Powers

    Weight of the World: Weight of the World: By manipulating gravity Robert is able to increase/decrease the weight of anything that touches him/is touched by him. When used for Increasing Weight, the person/thing affected will be rendered immobile unless his strength score is equal to or higher than his Ether score in which case the target will be able to move normally (though doing so will take some effort unless the score is higher than Robert's). A suitable power (flight, telekinesis) backed up by a sufficiently high stat (equal to or greater than Robert's Ether) will also work.

    When used for Decreasing Weight, the affected person/thing will have a hard time moving, at least moving without finding himself/herself/itself floating aimlessly in the air. This power can be countered by having a suitable power (Flight, TK, etc). The stat backing the power does not have to be stronger than Robert's.

    Let the Stars Fall Down: Robert selects a Point or Center in a given area. All things around that Center will be pulled towards it by Gravity. Once he has gotten used to this power, Robert will be able to focus the effect in a single direction as opposed the usual omnidirectional effect.

    Low Earth Orbit: It is because of Robert's strong bond with the Earth that his Ether powers developed in the direction of Gravity. To reflect this, when using a Gravity power (and only gravity powers, which means it won't work for an Ether power that's not gravity based), his Ether score will become equal to his Earth score.

    Leyline Powers

    I'm Right Here: An odd personality has given birth to an odd power. Robert can feel the emotions of people around him. It is impossible for Robert to turn off this power (though he can focus it on a single person for a clearer reception). Additionally, leaving himself open to receive other's emotions, means Robert's own emotions can be felt by others at times (especially when in a heightened emotional state or when he focuses on a person).

    This power is amplified with physical contact to the extend that even thoughts and memories can be accidentally or willfully shared between Robert and the person who is in contact with him.

    Continued
    Last edited by Hazard; 04-06-2013 at 05:21 PM.

  5. #5
    Blind Resolve Hazard's Avatar
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    Okay so, because there are a lot of posts and I got very few hours of sleep last night s my reading comprehension isn't all that good right now, I'm going to ask:

    What is Cammy trying to do?

    What do the others think Cammy is trying to do?

    What are the others doing?

  6. #6
    Archnemesis of Reason FarBeyondC's Avatar
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    Default From Cadets to Liberators- and Beyond: The Cast of SHR3, Part 1

    PCs- Should be self-explanatory; these are the characters that are being played by fellow Rumblers. Just let me know if you need or want me to change anything.

    1. Boss Bali (KingOfPie)
    2. Camryn 'Cammy' Durand (Chrosis)
    3. Casimir 'Cas' Endellion (Cthulhu_of_R'yleh)
    4. Eisen Schneider (Ghost)
    5. Elewa Ballo (Nik Hasta)
    6. Iriesia 'Irie' Cramoisie (FarBeyondC)
    7. Mack 'Slim' Cavanaugh (Guy Smiley)
    8. Marko McCool (Ptrvc)
    9. Maxana 'Max' Lindström (Sub-Zero MKA)
    10. Rivia Tristian (Tami)
    11. Robert Dalts (Hazard)
    12. Rosemary 'Rose' Brielle Vargreaves (Yun Lao)
    13. Selma St. Johns (The Dog)
    14. Skye Cortez (Wicked Elphaba)
    15. Sloane the Snowblower (Eternal Torment)
    16. Takeshi Sato (Rhyvurg)
    Last edited by FarBeyondC; 12-30-2012 at 08:27 PM.
    "That which does not grow falls into decay."

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    Lockdown - Kalak Fenras

  7. #7
    Archnemesis of Reason FarBeyondC's Avatar
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    Default From Cadets to Liberators- and Beyond: The Cast of SHR3, Part 2

    Last edited by FarBeyondC; 01-21-2013 at 12:14 PM.
    "That which does not grow falls into decay."

    Utopia - Tetra Eisengard
    Lockdown - Kalak Fenras

  8. #8
    Master of Dickery Chrosis's Avatar
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    Quote Originally Posted by Hazard View Post
    Okay so, because there are a lot of posts and I got very few hours of sleep last night s my reading comprehension isn't all that good right now, I'm going to ask:

    What is Cammy trying to do?

    What do the others think Cammy is trying to do?

    What are the others doing?
    Cammy formed molten barricades, cutting off the black robot reinforcements.

    Everyone else thinks she's setting them up the bomb and desperately trying to gtfo of the upper levels.
    ~Please allow me to introduce myself, I'm a man of wealth and taste. I've been around for a long, long, year, stole many a man's soul and faith.

    So if you meet me, have some courtesy, have some sympathy, and some taste. Use all your well-learned politesse, or I'll lay your soul to waste.


    I made Miburo cry on his birthday.

    Reached Demon-God Status

    My Cat Is Afraid of the Vacuum Cleaner

    Quote Originally Posted by Len Ikari145 View Post
    Chrosis--you are a GOD!:D
    Quote Originally Posted by Stretch Dude View Post
    Curses! CURRRRSEEEEESSSS!!!

  9. #9
    Voice of the Authorities Cleric of Hell's Brigade's Avatar
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    Here's the first little character tidbit of Steamline Chronicles: A Steampunk/Gothic RPG. Tell me what you think (I will also break down what the stats mean, as the SHR system no longer applies for this one.


    NAME: Julia Wakefield, aka the 'Bitter Blade'.

    GENDER: Female.

    NATIONALITY: Albion, in New Amsterdam.

    AGE: 35.

    HEIGHT: 5'10.

    WEIGHT: 140 lbs.

    APPEARANCE:

    CHARACTER HISTORY & PERSONALITY: Julia grew up poor, with no family aside from her grandfather, a former Albion army veteran. As they grew older, her grandfther, Alfred, realized that he wouldn't be around much longer to protect Julia, so he started training her in the use of the sword. Julia had an unusual talent for it stemming from her being Glyphborn, and by the time she was fifteen, she was good enough to match her grandfather, skill wise. When he passed away, she lied about her age and enlisted into the Albion Army.

    However, after she killed an officer who was abusing his position for certain...favors...amid civilians, she left and became a blade for hire, traveling the world as a mercenary. Her reputation grew, and she became known as one of the best there was. As time passed, she became more efficient, colder, harder, and she became known as the 'Bitter Blade', because the only thing her foes ever knew was the bitter taste of her steel as she killed them with one blow. As time passed, she became more an assassin and less a mercanary, and those who hired her, or moved against her, knew to never cross her.

    But, all things end, and she finally ran out of luck. She took a job to protect a young girl. It wasn't a job she normally would have taken anymore, but for some reason, she fealt compelled to. During the course of the job, the house they were staying in was attacked, Wakefield was injured, and the girl killed by a group of unknown people, all wearing robes and iron masks to hide their faces. After this attack, Wakefield disappeared and nothing was heard of her for five years.

    However, Wakefield reappeared suddenly this year, with a new, mysterious, employer, and it is she who sent out the letters (that you all received), asking you to meet.

    PERSONAL SKILLS: A master bladesman, Julia is also an excellent shot with a handgun, and trained for several years in gymnastics. While not an expert, she's still fairly competant. She has some survival skills from her years in the military, but nothing beyond the basics to keep her alive if ever stranded.

    GLYPHBORN ABILITY: Perfect muscle control. Julia has absolutly perfect muscle control thanks to her inborn glyph power. This ability has aided her in being an excellent swordsman.

    STATS:

    Strength: 15
    Durability: 20
    Agility: 10
    Speed: 60
    Weapon Skill: 80
    Hand to hand skill: 5
    Intelligence: 10
    Stamina: 25
    Psychic: 5
    Ki/Chi: 0
    Magic: 0
    Steam tech: 0

    ABILITIES:


    Push: Julia has a minor telekinetic power which allows her to move about five pounds of weight with her mind, over an area of ten feet. She often uses this ability to 'push' her blade, making is slightly faster than it should be. This often throws opponents off because they mis-time her blows.
    Last edited by Cleric of Hell's Brigade; 12-16-2012 at 04:19 AM.
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  10. #10
    Blind Resolve Hazard's Avatar
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    Quote Originally Posted by Chrosis View Post
    Cammy formed molten barricades, cutting off the black robot reinforcements.

    Everyone else thinks she's setting them up the bomb and desperately trying to gtfo of the upper levels.
    Ah, business as usual then.

  11. #11
    Voice of the Authorities Cleric of Hell's Brigade's Avatar
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    The stats for the new game are much more street level.

    This post will be just the physical stats (Strength, Agility, Speed, Durability, Stamina).

    A 5 in any of those stats is a perfectly average person. Not fat, not thin, not weak, not strong. Just average.

    A 10 in any stats is a person who has tarined somewhat. Roughly master level, if you will.

    A 15 in any of those stats is Olympic level in terms of prowess.

    A 30 in any of those stats would be Captain America level (Class 1 super strength as a benchmark, peak human speed, aim dodging, etc........).
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  12. #12
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    NAME: Mack "Slim" Cavanaugh

    GENDER: Male

    HERITAGE/RACE: Caucasian

    AGE: 18

    WEAPON TYPE/MARTIAL SKILL: Knife/shiv. Mack favors switchblades and makeshift shivs easily acquired on the streets. He prefers not to fight - if he wants to hurt someone, he'd prefer to ambush them with hit-and-run tactics.

    APPEARANCE: A rawboned young man. Somewhat tall, (6'1") with light blonde hair and black eyes. Has a fondness for striped shirts.

    Attachment 91140

    CHARACTER HISTORY & PERSONALITY: When not using his powers, Mack comes across as a brash, loudmouthed street punk. However, when using his powers, Mack becomes quiet and withdrawn so as not to attract attention.

    Mack ended up on the streets of Sector 13 at eight years of age, after his mother died due to lingering complications after a miscarriage. His father, having been unable to acquire the money needed for medical care, had a nervous breakdown and abandoned Mack in an alley. Mack mostly overcame this trauma: he compensated for his abandonment by declaring himself completely independent, an attitude that eventually blossomed into a swaggering cheerful self-confidence. However, this aversion to dependence has led to a bitter grudge against the concept of 'family': Mack generally distrusts the motives of parents and parental substitutes and refuses to associate with groups describing themselves in familial terms.

    Mack doesn't discuss his past much. He refuses to discuss his family, or how he came to be living on the streets in Sector 13, instead preferring old war stories about his old street rat friends and their shenanigans. He's spent the last ten years living by his wits, occasionally burglarizing people's homes when things got tight. And while he didn't live in the Scoop, he and his friends did visit a few times. Some of those times, they found trouble, and Mack was once forced to ambush and knife a man to save his friends. Mack has never been linked to these crimes: He was eventually picked up by a Paragon sweep as he was showing off his speed to impress some kids.

    Mack's not pleased to be at the Academy instead of living the free life of a vagrant, but he hasn't figured an out yet... at least not one that he expects would last more than a week.

    Sector 13 is rife with conspiracy theories, urban legends, and political disinformation campaigns, and Mack tends to take these as gospel. He believes in a number of odd things including an upcoming campaign by killer robots disguised as humans, with the intent to destroy the Enhanced in preparation for their final agenda of complete human extermination. Also: monkey men on the prowl in the Scoop, that Eden's dome weather is actually recycled spit, and Empowered alligators in the sewers.

    Mack's education is sorely lacking. He's obtained most of his formal education from watching the Puppet Professor show (a cross between Sesame Street and Mr. Wizard's World, with some surprisingly eclectic information hidden among the alphabet songs and chemistry lessons) seen on storefront vid displays. He still watches it religiously whenever he gets a chance despite being quite a bit over its target age range. His memory is somewhat imperfect, however, and he has a tendency to mispronounce longer words he's had little reason to use.

    PERSONAL SKILLS: Picking pockets, magic tricks.

  13. #13
    Everyone's favorite host Guy Smiley's Avatar
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    POWER TYPE: Elemancer
    -Power 1: Air (55)
    - Invisibility: By altering the air's refraction, Mack can become nigh-invisible for short periods of time. He currently must leave the spots in front of his eyes visible in order to see, but this is rarely noticable unless someone is near and looking directly at the front of Mack's face.
    - Wind cushion: Mack can manipulate the air around him for a number of relatively minor effects: He can float roughly an inch above the ground, as if he were standing on it. Doing so allows him to move silently and leave no tracks or prints. In conjunction with his speed, this cushion of air allows him to jump high distances. (Roughly 2 feet x Air: 110' upwards at max) Manipulating it around his body allows Mack to avoid friction from high-speed movement and reduce collision damage from running into obstacles to the equivalent of a normal person doing so. (i.e. if he runs face-first into a brick wall at 16 mph, he will bounce off and be stunned with a bloody nose, instead of smashing his skull open) He can deflect extremely light debris with the cushion: He rarely gets dirty or wet, even if he makes someone bleed.
    - Glass Cutter: (Air/Speed combo) By using his Speed in conjunction with an understanding of vibration through his Air skills, Mack can cause any nominally sharp object he wields to vibrate, bypassing durability as if the cut object or person's durability was lowered by the average of Mack's Air and Speed scores. (Currently 62) Use of this power is harmful to a wielded object's structure - When used to cut an object it normally could not, the edge of the wielded object is abraded away, causing the wielded object to lose a point of durability-piercing capability. (Including innate) At 0, the object has become too blunted to be further used in this manner. (Sharpening the object may restore this ability later.) This power works by vibrations allowing the edge to pry apart molecules more easily, and is thus ineffective against non-material durability such as force fields.
    - Zephyrkinesis: Wind Trickster: Mack can telekinetically sense and control air molecules to a low degree over a wide area. With this, Mack can sense disturbances in the flow of air currents within a range of 10' x his Air score. (Currently 550') This allows him to detect the presence of solid objects and liquids, as well as sudden changes of temperature within that radius. Using Zephyrkinesis, Mack no longer requires light to safely maneuver and can safely cloak his eyes. Mack cannot completely replace vision with this power - he cannot make out colors or most light, and cannot read normal script. (He could make out Braille, however.) The control over air molecules includes vibration - within the area of effect, Mack can cause the air to create sound up to a shouting human voice in volume, and muffle existing noises by a similar amount. He can also excite or still air molecules to generate or disperse small amounts of heat in the air in this manner - up to a 60ºF change in base temperature - enough to fool infrared sensors by creating 'heat ghosts' or masking a person's heat signature. Mack cannot bring an area's temperature above 100ºF or below 40ºF in this manner. Mack can also use this power to create small breezes in an area, allowing him to concentrate or disperse gas, smoke, or vapors in an area, so long as enough 'normal' atmosphere existed to displace the offending material.
    - Enhanced Refraction: Mack has improved his Invisibility ability to a vast degree. He can now refract light up to and including weapons-grade intensity lasers with Invisibility, causing it to wrap around him and continue as if uninterrupted. If he should so wish, Mack can redirect a laser in a different direction, to strike an enemy or object. Mack can reduce a laser of intensity equal to that created by a power user of his Air score. Furthermore, this ability to focus ambient light, cabable of creating a short-range laser usable as a cutting tool or to reformat flash memory devices. Finally, Mack can also use this ability to manipulate the air in a fashion similar to a heat mirage. By doing so, Mack can cause a person or object to disappear while appearing to be elsewhere within a radius of 10' x his Air score. (Currently 550') Furthermore, Mack can create more than one such image, either causing multiple targets to appear displaced, or causing one target to reappear multiple times. The number of images Mack can create is equal to 1 + his Air score divided by 10, rounded down. (Currently 6)
    - Ventilation Infiltrator: Mack temporarily turns himself and his clothing and possessions into a gaseous form indistinguishable from normal air. (Temporarily appearing as a reddish mist for a split second before the transition is completed.) In this form, he can disperse himself or be dispersed with no repercussions other than lengthening the time it takes to reform. As a gas, Mack can flow through even the tiniest cracks and gas-permeable substances. Mack still retains his other powers in this form, allowing him to maneuver himself through the air in a form of flight using Zephyrkinesis using his enhanced speed. However, Mack is incapable of 'wielding' anything in this form, rendering Glass Cutter useless. Despite being similar to a normal atmosphere, Mack is resistant to normal chemical reactions, preventing him from being consumed in oxidation or respiration reactions. This means that he will not be consumed by fire, (although he will still be heated by it, with potential repercussions should he return to human form before losing the thermal energy) and cannot be breathed, allowing him to suffocate an opponent in dire situations. (However, an opponent with higher Strength than Mack's Air score can simply exhale hard enough to get a normal breath before Mack can recover, higher Speed can simply exhale and escape before Mack can return to their lungs, and enough Stamina and/or Durability will simply allow the opponent to outlast Mack's own Stamina, forcing Mack to return to normal and ending the attack.)
    - West Wind: Mack may boost his allies' speed by an amount no greater than either his own Speed score or his Air score, whichever is less, so long as they remain within a range of 10' x Mack's Air score (550') Mack may affect one person in this fashion for every ten points in Air he has. (5 people) In addition to this, as the West Wind is a wind of good fortune, every individual so affected counts as 'Self' for the purposes of each other's abilities, allowing abilities that normally only affect the user to be shared with the others. This ability requires concentration - Mack may not use any other Air power while using this one, and his own speed is effectively lowered by the amount his allies are boosted. Mack may include himself in the group affected, but does not gain his own speed boost.
    - Heaven's Auger: Mack can now manipulate airflow and vibration to such a degree that he can create a tornado. No ordinary tornado, this attack is focused into a particularly tight spiral, (anywhere from 1-6 feet in diameter) with the wind shear and dust augmented by vibrational frequencies much like those used in Glass Cutter - the tornado can bore a hole through solid rock or titanium steel plating, to a range as discussed below. Mack can, if he chooses, bend or curve the tornado to a small degree in order to bypass objects he does not wish to harm, or drill curved tunnels. Mack may also omit the vibrations, allowing him to safely propel people or objects inside the storm at speeds less than or equal to Mack's own. (He may do this with the weaponized version as well, should an opponent or object prove resistant to the damage. This tornado may be formed in two manners. Direct: Mack can source the tornado from his own position in any direction, to a range of 20' x Mack's Air score. (1100') Indirect: The tornado may be formed anywhere within a range of 10' x Mack's Air score (550') so long as it is entirely contained within that radius, and only to a maximum length of roughly 5' x Mack's Air score (275')
    - Run Like the Wind: Mack may use his control over the molecules of the air to drastically alter air pressure and wind resistance. By lowering it in front of himself while raising it behind to push him forward Mack can dramatically increase his running speed. When using this power, Mack's Air score is added to his Speed score for the purpose of determining Mack's movement speed only. This ability does not apply to Mack's reaction speed or manual dexterity feats such as number of attacks in combat. Due to this limitation, Mack may move at a faster speed than he can react to sudden obstacles, but in most straightaways or open areas this should not be a problem.
    Last edited by Guy Smiley; 04-07-2013 at 04:00 AM.

  14. #14
    Everyone's favorite host Guy Smiley's Avatar
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    - East Wind: Mack channels the essence of the East Wind, a.k.a. the Trade Wind, allowing him to swap positions and/or possessions with his chosen target. When East Wind is activated, Mack may transport an object to his hand in exchange for an object on his person. The targetted objects may not weigh more than Mack can lift in one hand with his Strength score, and Mack may only transport a whole object this way - an object cannot be moved in this manner if it is affixed to another object by chemical or molecular bonds. Mack can, however, obtain objects from containers and objects that are bolted down using this ability. Mack determines where on his body the traded-for object appears - usually in his hand. The traded object appears occupying the spot the traded-for object was in to the best of its ability. Mack can also use this ability to switch the positions of two individuals, including 'potential' individuals caused by the use of Quantum Indeterminacy. The traded objects or persons must be touching the air for this ability to work, but East Wind otherwise bypasses force shields and barriers as well as physical obstacles. (Except those that specifically prevent teleportation effects from working through, in which case they prevent this power if their requisite score is higher than Mack's Air score.) The range of this ability is equal to Mack's Air Score x 10'. (Currently 550')
    - Weather Mastery: Mack, utilizing his knowledge of Air, Ether, Water, and Fire disciplines, may now use these abilities on a grand scale to control the weather. Mack's range for long-range effects is a radius of one mile per point in Air. (Currently a 55 mile radius.) Over this range he may cause or prevent cloud cover, precipitation, and humidity, calm or raise winds, (to a max speed of 1mph per point in Air: Currently 55mph.) and raise or lower ambient temperatures. (By up to 10 degrees per point in Fire from the natural level: Currently 50 degrees.) These changes require some time to occur, since Mack is influencing the existing weather to cause these changes to naturally come about. Mack's shorter range abilities, with a radius of 10' per point in Air, (Currently a 550' radius.) include much faster changes in these phenomena, and in addition allow him to cause lightning to strike within the area, with an intensity equal to Mack's Ether score.
    - Transcendant Wind: Mack's Ventilation Infiltrator form is now his base form, and no longer requires Mack to expend Stamina to remain in it. Instead, Mack must spend Stamina to materialize in a flesh-and-blood form. As a being of air, Mack no longer ages and does not require sleep or sustenance in that form. (Mack does age in flesh form, but the effects of aging are reverted when he transmutes back into air form.) This form alters his other abilities slightly: Mack's East Wind may now convert items traded to and from air forms as they enter and leave his possession, if desired. Mack's West Wind is now enhanced, allowing Mack to utilize his own 'on-self' abilities to augment others while he is under its influence.[/

    -Power 2: (Ether 10)
    - Open, Sesame: Mack, using Etheric power, has acquired a degree of control over electromagnetic energy. He can sense and alter electromagnetic fields to read and take control of electronic devices, translating and processing their signals with his brain's superspeed subconscious thought processes. This allows him to read data as if he were simply thinking it, (translating heavy encryption adds a few seconds of delay to the process) and also allows him to provide input to and even reprogram electrical devices without an interface within a range of 10' x Mack's Ether score. (Currently 100') Using this, Mack can supply passwords, grant himself system access, and alter security records as needed. This sensitivity to electrical fields also allows Mack to detect electronic devices and living beings with a nervous system within the specified radius.
    - Quantum Indeterminacy: Mack's ability to sense and control the movement of air molecules has slowly given him insight into the quantum underpinnings of matter, enabling him a mild control over causality itself. When Mack creates images using Enhanced Refraction, he may also use Quantum Indeterminacy to supplement the effect. When doing so, the 'position' of the original object or person becomes defocused and superimposed over all of their images, reading as the original to passive senses, including life force senses and similar effects. In addition, the images are no longer simply displaced images - they are alternate paths of possibility, each capable of taking separate actions. However, only one of these paths is truly real. Physically interacting with an image collapses the waveform for that image determining whether it is the true original or not, but which it is is left up to Mack's discretion at that point in time. Quantum Indeterminacy ends if the location of the original is determined, either by eliminating all other copies or by Mack's decision.
    - Pinch the Rift: Mack has elevated trickery and theft to a supernal degree. His East Wind ability is augmented as follows: He may use it instantaneously in response to a teleport, portal, or similar instantaneous movement in which any portion of a line of transport between the start and end points falls within range of the ability. It may now affect characters and items (attended or unattended) in any form of subspace, adjacent reality, or subdimensional space, allowing Mack to steal items from extradimensional storage spaces, hijack teleports, and meddle with entities shielded from normal spacetime by dimensional barriers.

    -Power 3: (Fire 5)
    - North Wind: Cold Pursuit: By removing heat from the air, Mack can create blasts of chilling wind capable of numbing flesh and freezing water. This can do damage appropriate for a power equal to Mack's Fire score, (5) but can affect an area based on Mack's Air score. (Currently 550' radius) In addition to damage, the freezing winds can be used to ice over an area of ground and numb the flesh (or equivalent) of those caught in them to reduce the target's Speed score by an amount equal to Mack's Fire score for 1 minute per level of Mack's Fire score. (5 minute) Repeated applications of this power have a cumulative effect - up to 5 x Mack's Fire score (25) in Speed can be reduced from a target in this manner at any one time. Opponents at negative speed are immobilized.
    - South Wind: Sirocco: Mack has expanded his repertoire to steal more than just material goods. By using this ability, Mack calls up the harsh dessicating desert wind to steal the moisture of any number of targets within an area determined by Mack's Air score. (Currently 550' radius) This has the effect of draining the Stamina score of the victims: Each may lose an amount of Mack's choice, up to an amount equal to Mack's Fire score (Currently 5) per use of the ability. Each drain lasts for 2 minutes per point in Mack's Fire score, (currently 10 minutes) and stack with each other with repeated use. Targets reduced to 0 Stamina in this way are completely drained of energy and may not move, heal, or attack for the duration. (This includes targets who begin with 0 Stamina, such as ordinary humans, should Mack not wish to dessicate them to the point of harm.) Targets drained below 0 Stamina have lost all of their moisture and their mummified husks become incapable of supporting life: They die. The drained Stamina is transferred to Mack, who gains a temporary boost to his own Stamina's regeneration capacity equal to the amount stolen from all targets of the ability. This boost lasts for 12 seconds per point in Mack's Fire score. (Currently 60 seconds.) As a side effect, this power evaporates open water in the area of effect by about 1 inch from all open surfaces per second.

    -Power 4: (Water 5)
    - Cover of Fog: Mack's burgeoning command of water molecules allows him to disperse them into the atmosphere, creating a heavy, clammy fog over an area defined by a radius of 10' x Mack's Air score. (550') Mack's understanding of altering the refractive alignment of air molecules has been expanded to include water molecules, allowing him to alter the fog to shimmer in rainbow colors, becoming particularly disorienting to his foes, while becoming nearly transparent to his allies, allowing them to see only the faintest of hazes. The cold, dense, moist fog obscures vision, heat senses, and electromagnetic senses, and somewhat warps sonar.
    - Scrying Pools: Mack, stretching his burgeoning aquatic senses out to an extreme degree, may sense the impact of light particles on any body of water within a mile radius for each point of Water Mack possesses. (Currently 5 miles.) This allows Mack to 'see' out of puddles, drinks, and even other people's eyes. Mack may only use this ability to see out of one such source at a time, and unlike Zephyrkinesis he cannot use it to map all water in the area of effect constantly. Mack has attuned only to the effects of visible light striking the water, and cannot sense other frequencies or hear sound via this ability.

    -Power 5: Speed (70)
    -Power 6: Stamina (20)
    Last edited by Guy Smiley; 04-07-2013 at 03:59 AM.

  15. #15
    Winter Queen Tami's Avatar
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    Quote Originally Posted by FarBeyondC View Post
    And here's part 2- Player and Game Master NPCs

    Game Master NPCs- NPCs created by the Cleric of Hell's Brigade, the Game Master

    1. Bale Volkov
    2. Gulliver Forte Tantalus
    3. Hilda Agnar (Commander)
    4. Hunter Snow
    5. Khal'ud, Prince of the Gan
    6. Matthew LaMat
    7. Owen John Vatta
    8. Salem Suzuki
    9. Unknown (The Whistling Man / Singin' Jay)
    10. Xaric Raveneye


    Specific NPCs- NPCs created by Rumblers

    1. Brandy Amanda Wallace (Tami)
    2. Burt Marion & Virginia Jane St. Johns (The Dog)
    3. Coppelia Schneider (Ghost)
    4. Diego Dynamo (KingofPie)
    5. Doctor Diedrich Schneider (Ghost)
    6. Ivan Krieg (Kevin M)
    7. John Dalts (Hazard)
    8. Josef Lindström (Sub-Zero MKA)
    9. Judith Rathberg (GrandpaGen)
    10. Kirby St Johns (The Dog)
    11. Kugel Schneider (Ghost}
    12. Lydia Watts (GrandpaGen)
    13. Milia Albright (Eternal Torment)
    14. Ramilia Orikagi (Sub-Zero MKA)
    15. Rivia's Family (Tami)
    16. Savannah Lindström (Sub-Zero MKA)
    17. Schablone Schneider (Ghost)
    18. The Cramoisie, or at least some of them (FarBeyondC)
    19. Xim (The Dog)


    As always, let me know if something is wrong.
    Should have saved two posts at top.
    • Running on Adrenaline and Sheer Willpower.
    • Trying to Stay Sane in an Insane World.
    • Why Should Time Have Wings and Not I?
    • Born in Wrong Comic Book Universe

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