Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Cthuluzord

Pages: 1 ... 24 25 [26]
Here's my PC.  I'll stat him out on here if someone demands it.  Otherwise, I'd like to save myself the typing.

Name/Alias: Norman “Median” Meyer

Loyalty: Chinatown and the Yang family (4)

Passion: seeking escape through transhuman artifacts and lore (2)

Description: Norman looks he was once quite the physical specimen, but time and middle-age have added a few pounds.  Still, he would never be confused for a push over; he strikes a formidable profile, especially with the huge cybernetic arms starting at each massive shoulder.  Each is made of banded organic steel with strange runes coursing down the fibrous strands like tattoos.  Rather than hands, Norman has been reduced to 3-pronged claws that rotate 360 degrees on a ball joint that serves as a hand.  While remarkably more dexterous than they look, the claws are still clumsy and twitch uncontrollably if their master is distracted.  Due to his arms, Norman can only really fit into his work outfit (a sleeveless shirt and Dickies), an oversized Carhart jacket, or a very long sleeved kung-fu outfit he bought in Chinatown.  While he looks ridiculous in the latter (he is as Irish as they come), it does manage to hide his arms in public.  If he is going into known danger, he wears his hardhat, as per OSHAA regulations.

Occupation: Non-union construction worker/ Part-time Youth Counselor

History: In college, Norman spent more time in the Outdoor Activities office than in class.  He rock climbed, mountain biked, and white water rafted his way to a D average, doing homework solely as a means to some adrenaline junkie end.  In his sophomore year, Norman tagged along on the trip of lifetime: a Transamazonian river ride and hike.  Early one morning, Norman left camp by himself to check out a “Sweet cliff” he’d seen the previous evening.  He didn’t care that the climb bordered the quarantine zone where the Luyten mothership crashed in ’71 or that the group’s guides had strictly forbidden anyone even nearing the site.  Off trail and alone in the jungle, Norman stumbled upon the wreckage of one the Luyten shuttle vessels.  Norman investigated, believing the Luyten disease long since dead in the 30 years since the crash.  While he was in no danger of sickness, it turned out to one of the worst mistakes of his life. 

Norman disturbed the ancient wreckage upon entering, resulting in an avalanche of rocks and alien debris.  Though he survived with only minor injuries, the entrance to the ship was completely cut off.  Norman’s spelunking experience only kept him calm enough to realize he was trapped in an impenetrable metal shell in near total darkness with no help on the way.  Days past.  Starving, dehydrated, and trapped in the dark with only jungle vermin the bones of creature’s beyond space to keep him company, Norman went mad.

As he frantically dug another hole amongst the piles of dead, desperate and screaming for help, he saw a rat scurry through one of the few slits of light available.  Frenzied, he chased after it, sticking he thought to be a hole.  Immediately, a blinding, constricting pain shot through his arm and the wreck shone in an eerie yellow light.  A strange, metal arm had grafted itself over Normans arm and was shooting a warbling, static-y beam of energy to another point in the cavernous room, enclosing and dragging another prosthetic just like it.  The second in the pair suddenly shot onto Norman’s other arm, this time just as painful as the first.  In agony, Norman fell to his knees and shouted upwards…and as he did so, the claws of his new limbs conjured a wall of pure force that punched a hole straight through the roof of the crashed Luyten ship.

Declared dead by his fellow campers, in violation of a global quarantine zone, and inseparably grafted to illegal Luyten technology, survival became just the beginning of Norman’s problems.  He could not return to his old life or secure work to build anew as long as the strange metal arms clung to him, and there appeared to be no way to remove them.  The metal was seemingly indestructible, and what few devices could pierce the armor did nothing but damage the flesh beneath.  While gashes in the metal were instantly healed in a flood of what must have been nanobots, wounds in Norman’s arms would remain untreated.  As if that weren’t enough, the arms seemed to function via telepathic link to Norman, but his fumbling control of them could barely function the clumsy claws he now had to use as fingers.  Lastly, the telepathic link carried residuals from its former, inhuman user.  Norman found himself haunted every night by the nightmare memories of some creature from outer space.

Norman wandered homeless for a few years before a noble social worker broke international law and helped him.  The man’s name was Barney Yang, and Norman still attests to this day that he owes the man his life.  Barney found Norman work as a construction worker; his claws were dexterous enough to operate a wheelbarrow, and shifty foreman’s counted on Norman’s ability to generate forcefields to protect their men when too stingy to buy proper safety precautions.  Norman also began work part-time at Barney’s shelter, specializing in the counseling of teens seeking Talents since Raganorok.  He uses his arms to “scare kids straight.”

Now in his 30’s, Norman has built a life for himself.  He has an apartment, he works on a regular basis, and Barney’s daughter, Barbara, is dating him.  Still, his clumsy metal touch provides a serious roadblock in the couple’s intimacy, he must constantly conceal his arms least he risk arrest, and the Luyten dreams grow ever worse.  After years of nightmares, Norman finds he can understand snippets of the Luyten language.  As he gains more control over the power of the arms, he begins to remember more and more about their past user.  Painful as this process is, for the first time in years, Norman has hope he can learn to fully control the prosthetics that devil him, perhaps even remove them once and for all.

Known Superhuman Abilities: All of Norman’s abilities derive from the cybernetic sleeves grafted to his arms.  The Focus (-1) is Indestructible (+2), but cannot be removed, is difficult to finely maneuver  and provides regular nightmares (Haunting -2).  Using the arms, Norman can generate nearly impenetrable forcefields at will in a limited number of shapes.  He can shoot square panes of solid light at high speeds, ramming and crushing everything in their path.  He can use these same panes of light as a sort of magic carpet, but he has very little control and hates flying.  Most impressively, he can generate perfect domes of crackling protection over himself and others.  Finally, with practice, Norman has figured how to tightly roll his forcefields into a sharpened cone that can be launched with deadly force.

--Hard Hat (1 HAR to head)
--Luyten Riot Sleeves (4 HAR to arms)

My character would be most interested in either the 1st or 2nd hooks.  Here's why:

1st one: My character is really not supposed to show off those forcefield generating arms o' his.  In fact, the only way he got the job in Chinatown is because his social worker made him promise never to use them again.  Considering he was first on the scene and at least glimpsed without his mask on, he'd be concerned about that.  Furthermore, since he made that perception check in the hostage situation, he'd want to know more about why the building was really attacked because he no long buys the official story.  Lastly, he'd have to be curious about that crazy bat creature that came in and saved him at the end.

2nd one: Though not chinese, my character resides in and owes loyalty to residents of Chinatown.  He would not be happy with the Knight Errant AT ALL for tearing up his neighborhood unnecessarily (especially with superheroics, which he doesn't even think of himself as capable of).  He'd likely seek help to investigate what happened from the other meta-humans in the city and his contact in the area.  Mainly, if we did well, I'd get me some more willpower.  I'ma crazy for the willpower! :o

I had already picked which character I wanted to play, but now with the reputation/status system, I'm back at square one. I really like the idea of a mastermind character in that kind of setting, but we still need muscle.  Damn you Payton! Damn YOU!

I haz itty-bit of debris?  (sad kitten)

Not that it matters in every instance.  First off, what do you think that party is lacking?

well to be honest, I want to leave the Ragnarok event as a big unknown for right now - but there are plenty of other alien ships that have left debris behind - what did you have in mind?

[spoiler]A riot control device from an alien penitentiary ship grafted to my character's arms.  It generates force fields of various shapes and sizes.[/spoiler]

[spoiler]You could have the device come from a Grey or Luyten ship or from a parallel universe and was recovered from the Tunguska zone. There are still undiscovered Grey and Luyten wrecks and they could be bigger ships like a prison ship.[/spoiler]

[spoiler]Luyten makes more since if it is a prison ship and they were trying to colonize first, as that is a least and dimmest endevour.  Last question: do Luyten's have arms?  Puts a crimp in my plans if they don't have at least two relatively similar to a human's in size.[/spoiler]

General Chaos / Re: Help Me Build a Class Reading List
« on: December 21, 2010, 05:21:03 PM »
"Here Comes Everybody" or "The Cognitive Surplus" by Clay Shirky would be great.  If you don't want to sift through those for excerpts.  Shirky has a TED talk called "Gin and the Cognitive Surplus" and a few others that really provide a good framework for any Web 2.0-ish concept.

I haz itty-bit of debris?  (sad kitten)

Not that it matters in every instance.  First off, what do you think that party is lacking?

well to be honest, I want to leave the Ragnarok event as a big unknown for right now - but there are plenty of other alien ships that have left debris behind - what did you have in mind?

[spoiler]A riot control device from an alien penitentiary ship grafted to my character's arms.  It generates force fields of various shapes and sizes.[/spoiler]

Canz I haz itty-bit of debris?  (sad kitten)

Not that it matters in every instance.  First off, what do you think that party is lacking?

Question for our venerated GM:

Did the Ragnarok ship explode or just disappear?  If it exploded, were there any debris? (I have an origin story idea).

Question for anyone who cares to answer, especially RPPR's:

I've got three ideas, with various background stories.  I know who I'd like to role-play most, but what does the party need?

Preternaturally intelligent/perceptive leader-type?
Techno defensive crowd control?
Hyper-fast healing damage tank?

RPGs / Re: Best Shootout Scenes
« on: December 19, 2010, 11:28:08 AM »
<a href="" target="_blank" class="aeva_link bbc_link new_win"></a>

My favorite.  Provides high stakes action without forgetting the fact that a gunfight is an act of supreme stupidity.

Hi, forum folk.  This is Caleb from the AP's. I'm learnin' how to use this new-fangled computer thing.

If we go the Wild Talents route, I've already talked some with Ross and Cody.  I think it is important to have some sort of hook that gets the whole party adventuring together.  Otherwise, it'll just be a whole bunch of PC superhero fights without the team-up at the end.  Here's what I've brought up and what I've heard.

1.  "Birds of Prey"
Cody brought up that if we try to localize the game in a single city, there could be an NPC character that brings the characters together ala "the Oracle."  Some generalized cyber clubhouse would become the base of operations, but the agenda could still be decided by the group beforehand (i.e. We the world/fight for justice/revolt/profit/just survive/etc.)  On the plus side, PC's get an instant party agenda with which to progress the story.  On the down side, the "voice in the radio" mechanic could become a bit to linear, railroad-y, and video game-ish.

2.  DIY Transhumanism
The thing I like most about Ross's idea is that even though the superpowers have gone "global," they are still fundamentally garage-band endeavors.  It reminds me of Etsy: let's use the power of global communication so I can make a living by sitting at home and sewing dolls together out of discarded buttons and yarn.  The global explosion of technology is utilized for localized action.  That seems to me the definition of superhero stories; massive, wide-ranging powers limited either by self-interest or the basic shortcomings of humanity.

So my idea was that after everyone roles characters, the PC's role up one last character: the city itself.  Each party member gets a borough or neighborhood as his/her "turf."  They design the feel of each neighborhood: architecture, population, transportation, history, etc.  The city's primary landmarks hover on the borders of each neighborhood, which would encourage the PC's to give the city some sort of overall theme.

This way, each "hero" gets a certain neighborhood to "patrol" that is most directly affected by their actions.  The city as a whole can be affected as well, but everyone will know that Old Town is where "THE PLATYPUS" reigns supreme, or whatever.  The upside of this mechanic is that everyone gets a very personalized origin story, everyone is instantly invested in the story through a individualized setting of their own design, and it still provides a hook for group action in that occasionally characters must ban together to stop larger threats (whilst still serving self-interest).  Also, where did the DM's character go? Oh, there was a bank robbery in __________.  The downside is that this mechanic is VERY traditional superteam stuff, and this much room provided for character individualism could lead to party disunity in extreme cases (i.e. Go ahead and blow up my neighborhood; I wanted to move anyway).

3. Superheroic Tomb Raiding
Ross's hook that new superheroism is derived from the remnants of the old Greats is really intriguing.  The common party interest could eschew localization entirely.  The group's main goal could just be to find and excavate the leftover transhuman weapon caches yet to be pillaged all over the world.  What they did with what was discovered would be up to the PC's.  Do they want to make super-powers open-source and just dump it all on the internet, Wikileaks-style?  In that case, the government is going to be sending Pinioned after them.  Do they want to profit financially, or supplement their own powers?  In that case, there is going to be fierce competition against other groups and a loss of their own humanity.  Do they want to archive these rare items and bits of knowledge for a day humanity might be ready for them?  If so, the same pirate factions will be displeased and the group will have to face its own hypocrisy at some point.  Do they just want to solve the mystery of what happened the night the sky lit up?  To me, this is most interesting goal, as the thread of what happened leading up to the night of the alien invasion is a mystery the whole campaign could center around. 

Upside to this last one would be the opportunity to write two superhero continuum's at once: the events before the blast and the societal aftermath.  There would also be a whole lot more variety, both in locales and type of play (investigative, combat, persuasive, transportive, etc).  But the upsides are also downsides, as that is a lot of world-building to put on the shoulders of the GM and players.  Furthermore, just how do these characters get into this global secret society?  They are, after all, just low-level superhero wannabe's at the start.  And how do they fund their endeavors on a global scale if they have any motivation other that just pure profit?

Anyway, I'm just thinking aloud here.  Interested to hear what y'all have to say.

Pages: 1 ... 24 25 [26]