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Rule the World: Rise of the Superhumans

Discussion in 'Fun & Games' started by Superpan, May 22, 2011.

  1. Superpan

    Superpan Member

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    RULE THE WORLD: RISE OF THE SUPERHUMANS



    Centuries into the future, mankind had reached the pinnacle of their potential. Life was a utopia, but tensions lingered between the nations of the world. It only needed a single spark to ignite a nuclear holocaust. No one knows what it was, but by the end of the day, the entire world had been bathed in nuclear fire. The nations of the world had fallen and anarchy reigned supreme.

    However, to mankind’s surprise, the fallout was not as bad as they thought. While there was much destruction, life seemed to be able to return to normal. In the remains of the continental United States, a collection of states that had dissolved as a country and had long since lost their connection with Alaska and Hawaii, dastardly tyrants had risen to power and seemed to restore order at a terrible cost.

    In the Northeast, the people were under the restrictive rule of a mysterious Mad Scientist. In the Midwest, Al Geraci V and his Chicago Sicilian Restoration Committee ruled through fear and rackets. The Southeast saw the rise of the reign of terror of Tia Dalma and her mind-controlled zombies while the Southwest saw an outbreak of mutated horrifying monsters created by the radioactive fallout. The West seemed to be content. Mysteriously content. The states bordering the Pacific, meanwhile, had to deal with monsters that seemed to have come from the far away of isle of Japan and wreaked destruction wherever they went. Comparisons to Godzilla were common.

    In this world of madness, the people cried out for a savior. Lo and behold, their wishes came true. Maybe it was the radioactive fallout or the will of the gods, but a new breed of human appeared. They were capable of amazing feats and truly astounding legends arose. Would these new breed of heroes save the people of America…or destroy them?

    Here's the Map





    Heroes & Villains

    Name: Delta (Daniel Washington)
    Origin: Radioactive
    Powers: Telepathy (Level 3), Fighting Skills (Level 3), Invulnerability (Level 2), Ice Powers, Teleportation, Invisibility, Super Speed,
    Capital: Labyrinth City
    Hero Points: 265 (+20)
    Crime Rate: 0% (-16)
    Morality: 22%
    Alignment: Supervillain
    Color: Dark Red
    Identity: Secret
    Ambush bonus: +20, -2,
    Sidekicks: None
    Investments: Jetpack (1), Food, Infrastructure, Deltaboat, Weapons (11)
    Based on: None
    Comic name: The Labyrinth
    Written by: Jumpin Jmill

    Name: Emperor Boris I
    Background: Magic
    Powers: Super-Strength (Level 3), Invulnerability (Level 3), Ice Powers (Level 3), Telepathy (level 3), Telekinesis (Level 3), Flight, Firepower (Level 3),
    Capital: San Francisco
    Hero Points: 44 (+22)
    Magical Training (stockpile): 0
    Crime Rate: 30% (-15)
    Morality: 38%
    Alignment: Rogue
    Color: Purple
    Identity: Public

    Ambush bonus: +7,-6
    Sidekicks: Emperor Raven (Partner)
    Investments: Red Scare (Live), Food, Infrastructure, Bugboat, Henchmen (17), Hideout, Damage Control, Weapons (5)
    Based On: Emperor Joshua Norton
    Comic Name: Whiz Comics
    Written by: Rollickin' Radical Raven

    Name: Primal
    Origin: Magic
    Powers: Ice Powers (Level 3), Shape-Shifting (Level 3), Super-Strength (Level 3), Firepower (Level 3), Super-Speed (Level 3), Invisibility (Level 3), Teleportation (Level 3), Fighting Skills (level 3),
    Capital: Nuuk
    Villain Points: 626 (+32)
    Magical Training (stockpile): 0
    Crime Rate: 0% (-12)
    Morality: 0%
    Alignment: Supervillain
    Color: Ice Blue
    Identity: Public (How else am I supposed to get business?)
    Ambush Bonus: +23
    Sidekicks:
    Investments: Henchmen (1), Food, Boat
    Death Ray: 0

    Comic Name:
    The Mercenary of Ice
    Written By: Vahalla-Bound VP VP

    Name: Tempa-Man
    (Dan DeMilo)
    Origin: Radioactive Man
    Powers: Firepower (Level 2), Ice Powers, Fighting Skills (Level 3), Invisibility, Flight (Level 2),Super-Speed
    Capital: Gary, Indiana, a desolated city of crime and misfortune (Taken)
    Hero Points: 48(+0)
    Crime Rate: 100% (-16)
    Morality: 100%
    Alignment: Superhero
    Color: Dark Purple
    Identity:
    Secret
    Ambush bonus: +18, -2
    Sidekicks: The Silver Peacock (Partner)
    Investments: Tempamobile
    Based on: Frozone and the Human Torch
    Comic Name: The Tremendous Tempa-Man!
    Written By: Bedazzling Blankments


    ON HIATUS

    Name: Crockett-Man (David Crockett)
    Origin: Crime Fighter
    Powers: Super Strength, Invulnerability
    Capital: San Antonio
    Hero Points: 32 (+13)
    Crime Rate: 78% (-4)
    Morality: 100%
    Alignment: Superhero
    Color: Brown
    Identity: Public
    Ambush Bonus: +13
    Sidekicks:
    Investments: Jetpack, Weapons (1), Hideout, Soldiers (4)
    Based On: Davy Crockett and an Elton John Song
    Comic Name: Crockett-Man
    Written By: Supervisin' Superpan

    Name: The Bug
    Origin: Radioactive Man
    Powers: Super Strength, Firepower (level 2)
    Capital: Seattle

    Hero Points: 74 (+30)
    Crime Rate: 41% (-41%)
    Morality: 90%
    Alignment: Superhero
    Color: Yellow-green
    Identity: Secret

    Ambush Bonus: +11
    Sidekicks: None
    Investments: Bugmobile, Food, Infrastructure, Bugboat, Bugplane,
    Death Ray: 10
    Based On: Nobody in particular.
    Comic Name: Bug: Monster Hunter
    Written by: Jingoistic JAG

    Name: Pluton (Sorin Kolodin)
    Origin: Magic
    Powers: Ice Powers, Invisibility, Teleportation, (Super strength), Flight
    Capital: Miami
    Villain Points: 67 (+0)

    Magical Training (stockpile): 0
    Crime Rate: 100% (-00)
    Morality:
    0%
    Alignment: Super-Villain
    Color: Gray
    Identity: Secret
    Ambush bonus: +7, -2
    Sidekicks:
    Investments: Hellmobile, Hideout, Henchmen (2), Food, Death Trap,
    Based On: The Gorgon (very loosely)
    Comic Name: Miami Underworld
    Written by: Jovial Jph139


    Teams

    The Peacemakers
    Aliens/Primal


    Wars

    The Frozen Contract
    Primal vs. Pluton
    Issue 6-13

    The Second Texas Revolution
    Santa Anna Grande vs. Crockett-Man
    Issue 9-12

    Santa Anna Grande's Revenge
    Santa Anna Grande vs.Crockett-Man
    Issue 13-16

    War of the Supervillians
    Pluton
    & Delta vs.Tia Dalma & Raven's Claw & Emperor Boris I
    Issue 30-45

    Raven's War
    Raven's Claw vs.Everbody
    Issue 35-???

    Geraci's Resurgence
    Pluton
    vs. Ice Veins
    Issue 40-44

    The Great Coup
    Primal
    vs. Edward the Cullen
    Issue 62-63

    The Great Invasion
    THE PEACEMAKERS VS. DELTA/TEMPA-MAN/EMPEROR BORIS I
    Issue 66-????



    Company-Wide Crossovers

    Raven's Claw
    Issue 35-45

    INVASION!
    Issue 65-????​
     
    #1 Superpan, May 22, 2011
    Last edited by a moderator: Sep 17, 2011
  2. Superpan

    Superpan Member

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    Part 1: Getting started

    To keep this simple, I’m going to go into things bit by bit. Let’s start the way you’ll start: Your application.

    Name: Superhero name (Optional Real Name)
    Origin:
    Powers:
    Capital:
    Morality:
    Color:
    Identity:
    Based on (optional):
    Comic name (optional):

    NAME

    This is simple. Put your superhero name and then if you want your character to have a real name as well, put it there as well.

    ORIGIN

    This works pretty much like government type or background. You can choose from the 4 below.

    Alien- Whether you came to Earth as a baby or were trapped here tracking criminals from your home planet, you have developed a love for the planet Earth and a desire to see its people restored to their proper position. Will your lonely crusade for justice be able to right the wrongs of a destroyed society? +4 H/VP/-2 CR. Players with the alien origins have to only pay half the price for investments. However, they are not allowed to purchase sidekicks due to their unique stature and thus can only gain sidekicks through special events.

    Crime Fighter- The forces of evil that have plagued the world have taken everything you hold dear. Now, you’re ready to fight back. Despite not having any powers, you’ve taken to the streets for you are the night and you possess the ultimate hammers of JUSTICE! +5 H/VP/-4 CR. Due to not having powers, Superpowers are treated as gadgets, are easily destructible, and cost 40 H/VP. However, sidekicks cost half as much since they’re much easier to train when you don’t have any powers.

    Radioactive Man- Gamma rays, cosmic rays, radioactive spiders….in the wake of a nuclear holocaust, fallout is everywhere and you’ve been affected. However, instead of leukemia, you’ve received superpowers! You’ve decided to use your powers “constructively”, but be warned…side effects might vary. +3 H/VP/-3 CR. Once every six turns, a die will be rolled to grant you another power. However, this power may come with some unwanted side effects.

    Magic- Whether you’ve been learning from your dad or you were given a magic lasso by your mom, you’ve been trained in the mystic arts. In this strange new world, being the Sorcerer or Sorceress Supreme may have come in handy. Sexy costume that shows off your legs: optional. +2 H/VP/-5 CR. Superpowers cost only 10 H/V Points and you are allowed to put resources towards honing them without the aid of a mentor. Be warned however. Your power can easily be taken away if you’re not careful.

    Powers

    When starting out, you get 2 of the following twelve starting superpowers for free. However, each subsequent superpower costs 20 H/V Points except for crime fighters who need to pay 40. Powers can be made more effective through several methods which will appear throughout this tutorial. Note that this guide only tells you what you can do at their most basic level and not at higher levels. The numbers next to the powers won’t be explained till Part 3.

    Flight- Look! Up in the Sky! It’s a Bird! It’s a Plane! It’s you! You can soar through the air with the greatest of ease and claim any territory on the map without needing a border. +1

    Super-strength- You have the strength of Hercules! People cower at your colossal power! War and Battle Rolls will be doubled. +6

    Firepower/Heat Vision- You’re on fire! Or at least your enemies are! Whether it’s heat vision or fireballs, you have the power to wallop your enemies and make them wet their pants before. +2 to all War and Battle Rolls and an additional -2 to Crime Rate. +5

    Ice Powers- You have the powers to freeze your enemies into their tracks. Literally. Every 3 issues (turns), you get the ability to stop any advancing enemy for a turn on 1 front. +3

    Invulnerability- Bullets bounce off and so do missiles! You laugh in the face of danger. HAHA! All superpowers except ice, flight, invisibility, telekinesis, and telepathy and any gadgets are neutralized when used to harm you. -6

    Super-Speed- Youcandothingsfast. Canyourunfast? Icanrunfast. Didyaseeme,huh? HUH! Unlike others who have to wait 24 hours to see how their actions turned out, you only have to wait twelve! This essentially gives you two turns a turn. In duels, people who are attacked by a person with this ability have only 3 minutes to respond instead of 5. +4

    Fighting Skills- You’ve traveled the world and learned it all. Jujitsu, Baritsu, Karate, the works. Street criminals and super villains alike will fear your power! Allows you to roll a special die that can give you a chance of disarming an enemy opponent. +6

    Shape-Shifting- You’ve discovered the ability to change to look like whoever or whatever you want. This could be fun…Every 10 turns, you will be able to pick one of the three powers to use any time: send a false order to another force, get a +2 to a roll, or get 1 free power for 1 turn. +1

    Invisibility- You can make force fields and even better, make yourself…disappear! Your body is its own stealth suit! This could be fun… You get a +2 surprise bonus unless an enemy is able to see you and have a special die that allows you to survive any surprise attacks unscathed. A player with this power can attack in duels via PM. +4

    Telekinesis- Using your mind, you can take anything you want. And lift things! Sweet! As long as you don’t run into an intergalactic bird force… Every 5 turns you have a chance to steal an investment or gadget from another player or NPC. Be warned that this power may exhaust the character if attempted to use sooner than 5 turns. +3

    Telepathy- You have one of the most powerful brains on the Planet Earth. Everyone else just lost their privacy. You can request to see any and all PMs and ask the EIC about events that will occur up to ten issues (turns) in the future. -2

    Teleportation- BAMF! Go anywhere you want! It’s like flying, but smokier. You can go anywhere on the map and, acting like a concentrated invasion force, spread out from that area. Note that this power is another one that can exhaust the character if used too often. -2

    Capital

    Okay this is the most tricky part. Basically, you pick a capital. It has to be a real city, but you can change its name. In your first turn, you get that whole territory. Then you can expand to any bordering territory unless you have flight or teleportation for 3 H/V Points. However, there’s a hitch.

    See, every territory is ruled by one of the six “bosses” mentioned at the beginning. As you expand more and more and foil more of their criminal plans, they’ll try harder to stop you with you having to foil more and more dastardly plans of theirs. Once all their land is eventually claimed, it will only be a matter of time until their master plan is revealed and either one of you or several of you will have to stop them.

    Once they are defeated in a “boss battle”, the player may get a special bonus if they picked a specific origin that was specific to their region. Don’t expect me to tell you, but every origin has two regions that offer a special prize for having it.

    Morality

    Okay, in this game, morality is going to MEAN something. Basically, you can pick one of these 4 options.

    Superhero- 100%

    Anti-Hero- 75%

    Rouge- 50%

    Super-Villain- 25%

    The most important part about morality will be explained in part 3. However, in a nutshell, keeping a steady morality is important to preventing revolutions led by rival superheros and supervillains. The people won’t like a superhero going around killing people. Of course, it’s not impossible to change your moral standing safely as long as you do it gradually and carefully.

    Also, it determines whether I call your points Hero points or Villain points.

    Color

    The color you’ll have on the map.

    Identity

    You can choose between two options: Secret or Public. Going public will allow people to donate to your worthy cause, doubling your Hero/Villain points, but criminals will fear you less and your crime rate reduction will go down. Secret is the other way around: You’ll get half the number of points, but will keep the criminal populace afraid doubling your crime reduction.

    Of course, this choice will also affect your supporting cast as well as how your villains act.


    Based on (optional)

    This will be a very event-heavy game, so if you want to tell me the superhero or character you based yours off or if you’re choosing to play as an already created character, then put it here. Otherwise, I’ll just rip off whichever DC/Marvel character yours reminds me of.

    That said, you can send me ideas for characters that can become supporting characters or villains in a PM. Of course, I may do some unexpected things with them to keep you on your toes…

    Comic name (optional)

    Basically, this game will be filled with comics conventions such as instead of years, we’ll have issues and a series of connected events will be referred to as arcs and big events such as world wars would be “line-wide crossovers”. Thus, if you want me to say at the beginning of every event, “In this issue (blank) Boy faced…”, put your comic book title here.
     
    #2 Superpan, May 22, 2011
    Last edited by a moderator: Jul 5, 2011
  3. Superpan

    Superpan Member

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    Part 2: The Economics of Being a Superhero

    In this installment, we’ll be focusing on this game’s versions of Resources and Crime Rates: Hero/Villain Points and Crime Rates and the investments that are involved with them.

    Hero/Villain Points

    Alright, let’s examine the four aspects of Hero Points (or villain points if your morality is below 50).

    Hero Points as a money

    Hero Points can be spent to buy territories, investments, sidekicks, and additional superpowers. If your superpower or background specifies that you get to stockpile resources, then you will have a special slot on the first page that you can choose to place your HP in. These resources will double on a random number of issues selected by d20 roll that can eventually help you to achieve your goal. However, once they’ve been stockpiled, they cannot be transformed into workable Hero Points again.

    Hero Points as tools for justice

    Alright, I’m saying it off the bat: There will be NO Make-A-Events in this game. Personally, I wasn’t a fan. However, you can donate resources to help ensure that you have good rolls. This will not guarantee you will have good rolls. So, here’s a guide to roughly how many resources should be donated to a task to make sure no one wastes any. This of course is based off a heroic model.

    1 HP= Patrol the City

    2 HP= Investigate the Underworld

    3 HP= Protect your identity and your loved ones

    4 HP= Defeat a low-level supervillain

    5 HP= Rescue a Damsel or Male in Distress

    6 HP= Defeat a High-level supervillain

    Hero Points as Health

    Now, here’s a big difference between Hero Points and Resources: HERO POINTS ARE YOUR LIFE. When you are engaged in battle, you will lose hero points if your enemy or enemies successfully attack. If your hero points are reduced to zero, you lose, but survive to fight another day, even though your hero point output will be slightly reduced. However, if you are getting ZERO Hero Points a year and your current playable Hero Points are also reduced to zero in battle or a few mistakes, YOU WILL LOSE ALL LAND EXCEPT YOUR CAPITAL AND YOUR CHARACTER MIGHT EVEN DIE AND IT WILL BE GAME OVER! Stockpiled resources will not count in that event.

    Ways to get Hero Points

    · In order to get Hero Points, you must be doing something on a turn! Be it a war, an event, purchasing something, or just spending 1 point on patrolling the city, you have to keep your reputation up. If you don’t, You won’t get any Points that round and if you’re inactive for a long apart of time, you’ll start losing powers.

    · You will receive a predetermined number of points per your origin. Once you reduce the crime rate to 90%, however, you’re on your own.

    · You will have a Hero Point added to your yearly input for every 10% you bring the crime rate down. However, this process works both ways, so be…careful.

    · You can get major hero points from completing large scale events that aid your reputation in public or even in private.

    · You get Hero Points from anything investments I say grant you Hero Points.

    · Also, every 5 territories give you +2 hero points.

    Ways to lose Hero Points

    · Get surprised ambushed. This will reduce your current amount of resources by half and your yearly input will be reduced by a quarter. More on this in Part 3.

    · Lose a Duel. More on this in Part 3.

    · Allow the Crime rate to rise significantly.

    · Basically mess up or lose something.

    Crime Rate

    Crime Rate is like happiness in reverse: Everyone starts with 100% and everyone, even villains, will try to bring it down. The lower it is, the better your country is. The higher it is, the worse off you are and more super-powered beings might rise against you successfully. Basically, it’s happiness you can’t tax.

    Investments

    Here’s what you can buy with Hero Points. Note all of these can be destroyed except if you purchase superpowers and do not have the crimefighting origin.

    Starting Physical Investments

    Jetpack- Want flight cheaper? Here ya go. Just hope you don’t blow up… Gives you the power of flight, but can be easily destroyed. 4 Points

    Henchmen- Need some lackeys to help with your superpowered crusade to kill people…I mean, save them? You will get a randomly chosen number to be added to your rolls to make them successful. However, these people can easily be killed. 8 Points

    Weapons- There’s nothing like a good non-descript realistic weapon at your side! These weapons allow you to roll up to six times until you get your best result. However, bullets are deadly and can have unpredictable results. Plus you’ll lose them after six uses unless you buy more. 10 Points

    (Blank)mobile- You have your own car! With it, you can stop crimes twice as fast and with chase them to their hideout! Your war rolls get a +1 and your crime rate goes down by double what it did before. 10 Points


    (Blank)boat- With this boat, criminals can’t swim to safety! You can claim territories across water and launch naval invasions. 10 Points

    (Blank)Plane- You can fly with this great plane! Gives you the power of flight. 20 Points

    Food- It’s been a Nuclear Holocaust. PEOPLE ARE HUNGRY! Adds +2 to H/VP and will increase your crime rate loss by a third. 12 Points.

    Infrastructure- Police, hospitals, roads, schools…the works. People are content. Too content? Requires Food. Will double your Points and Crime Rate loss. However, the people are confident in themselves. If you mess up, they’ll swoop in like vultures. 24 Points

    (Blank) Signal- When a crime happens, you’ll be alerted immediately! Requires Infrastructure. You will receive notification an issue ahead of time about events and the crime rate will be double-downed again. 30 Points

    Hideout- Whether it’s a cave or an Artic fortress, every hero or villain needs a hideout! This will cause all land loss to be halved in war and your true capital can never be conquered. 30 Points


    Death Trap- Gears grinding, ropes binding, coils winding, for a super sap, death trap! Pistons panging, clamps a'clamping, springs a-spranging, it's the last lap! Death trap! When you purchase this, you can choose to place a character who you have captured in, whether it is a PC or a NPC. That player must roll a prime number to survive. 36 Points


    Damage Control- Destroying the whol city too much! Just call Damage Control! They handle giant robots, toxic sludge, and paranormal waste....but not normal waste. That's just demaning. Having Damage Control makes your investments twice as hard to destroy and reduces your spikes in crime rate by half. 36 Points

    Exo-suit- YOU…ARE…IRON MAN! DEN DEN DEN IRON MAN! Well, no you’re not…unless you choose to play him. Nevertheless, you have your own exo-suit! Neato! Just hope it’s not like Nite-Owl’s….You get to choose 4 Superpowers to be in the suit. Every time you wear the suit, you get to use those powers. However, it is prone to malfunction. 40 points

    Death Ray- HAHAHAHA! You have the power to destroy your enemies with a single whim! COWER AT YOUR POWER, FOOLS! When this item is purchased, you will be given a secret number of points you will have to stockpile. Once those points have met their quota, the death ray will become operational and every two turns, you will be able to destroy an enemy’s territory or investment. 40 Points

    Sidekicks

    Kid Wonder- You get your own kid sidekick! Whether you’re a cousin or they’re you ward, you’ll try to teach them to follow your example. However…should a kid be fighting? Your kid sidekick will multiply your rolls, Points, and crime rate by 1.5 and in 20 issues will turn into a full-fledged partner. However…beware. If your kid sidekick dies or grows up to be a psychopath, it won’t be good for you. 20 Points

    Partner- You have someone to help you in your crusade! This brave and bold ally will always have your back…maybe! Will double your battle rolls, Points, and Crime Rate loss and if your character dies, may allow you to play as them instead. However, they might decide to turn against you if you’re not good to them or they become too popular and lead a revolution. 25 Points

    Mentor- There were rumors of a golden age of heroism before the nuclear holocaust. You thought they were lies…until you met this person. Now, this retired superhuman will help you in your superhuman career! However, they are old…These mentors will not help you in combat, but will train you in your powers and give you advice on how to handle events. They do have a high chance of dying though…25 Points

    Powers

    Additional powers cost 20 Points, except for crimefighters who have a cost of 40 Points.

    Flight- Look! Up in the Sky! It’s a Bird! It’s a Plane! It’s you! You can soar through the air with the greatest of ease and claim any territory on the map without needing a border. +1

    Super-strength- You have the strength of Hercules! People cower at your colossal power! War and Battle Rolls will be doubled. +6

    Firepower/Heat Vision- You’re on fire! Or at least your enemies are! Whether it’s heat vision or fireballs, you have the power to wallop your enemies and make them wet their pants before. +2 to all War and Battle Rolls and an additional -2 to Crime Rate. +5

    Ice Powers- You have the powers to freeze your enemies into their tracks. Literally. Every 3 issues (turns), you get the ability to stop any advancing enemy for a turn on 1 front. +3

    Invulnerability- Bullets bounce off and so do missiles! You laugh in the face of danger. HAHA! All superpowers except ice, flight, invisibility, telekinesis, and telepathy and any gadgets are neutralized when used to harm you. -6

    Super-Speed- Youcandothingsfast. Canyourunfast? Icanrunfast. Didyaseeme,huh? HUH! Unlike others who have to wait 24 hours to see how their actions turned out, you only have to wait twelve! This essentially gives you two turns a turn. +4

    Fighting Skills- You’ve traveled the world and learned it all. Jujitsu, Baritsu, Karate, the works. Street criminals and super villains alike will fear your power! Allows you to roll a special die that can give you a chance of disarming an enemy opponent. +6

    Shape-Shifting- You’ve discovered the ability to change to look like whoever or whatever you want. This could be fun…Every 10 turns, you will be able to pick one of the three powers to use any time: send a false order to another force, get a +2 to a roll, or get 1 free power for 1 turn. +1

    Invisibility- You can make force fields and even better, make yourself…disappear! Your body is its own stealth suit! This could be fun… You get a +2 surprise bonus unless an enemy is able to see you and have a special die that allows you to survive any surprise attacks unscathed. +4

    Telekinesis- Using your mind, you can take anything you want. And lift things! Sweet! As long as you don’t run into an intergalactic bird force… Every 5 turns you have a chance to steal an investment or gadget from another player or NPC. Be warned that this power may exhaust the character if attempted to use sooner than 5 turns. +3

    Telepathy- You have one of the most powerful brains on the Planet Earth. Everyone else just lost their privacy. You can request to see any and all PMs and ask the EIC about events that will occur up to ten issues (turns) in the future. -2

    Teleportation- BAMF! Go anywhere you want! It’s like flying, but smokier. You can go anywhere on the map and, acting like a concentrated invasion force, spread out from that area. Note that this power is another one that can exhaust the character if used too often. -2
     
    #3 Superpan, May 22, 2011
    Last edited by a moderator: Jun 30, 2011
  4. Superpan

    Superpan Member

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    Part 3: Odds and ends

    Events


    Work the way they did in RTW V. They’ll be pretty self-explanatory.

    Battles

    There are two types of battles: Ambush and Duel. The winner of either one will get Hero/Villain points for it and hurt their enemies if they win and are hurt by them when they lose.

    Ambush

    An ambush is when one player chooses to surprise attack another player. Note that this is not a surprise declaration of war, but that it can be combined with one. In an ambush, a player will choose to secretly attack another player. Now, remember all those numbers next to the super powers in italics? Well, here’s where they come in. When you attack, those numbers will be added to your roll or subtracted from your opponents. The same will be done for the attacked player. If a surprise attack is successfully pulled off, however, the attacker will get a +2 bonus. Note that while the attacker can only choose one person to attack, multiple people can attack at the same time. Players can also choose the option over a duel if they do not have time for a duel, but the attacker will lose the +2 bonus if this is decided between them and the defender. If it is between players, the winner will not win as much and the loser will not lose as much in this form of combat, unless the loser is on his or her last legs. By the by, you CAN surprise attack NPCs too.

    Duels

    There are two forms of duels: NPC Duel and Player vs. Player Duel.

    NPC Duel

    These duels will be events usually. Basically, you’ll choose an action or a power to take against a monster or supervillain or superhero or some other adversary that I suggest you fight (or have attack you). Then, whenever I check the thread, I’ll post the response to your attack. If the adversary is still a threat, you’ll respond and then I’ll respond and so on until one of you goes down or retreats. Unlike player adversaries, it will be very rare that you will know all the powers of a new enemy and sometimes, the only way to defeat them will be a semi-obvious clue I’ll drop about them.

    Player vs. Player Duel

    Okay, this one’s going to be interesting. Basically, two players or more will decide to duel in a specific location. Any amount of players can choose to participate in the duel. They will tell me and we’ll all set up a time that’s good for all of us to participate in. Once the clock strikes the decided time, any participating player can decide to launch an attack against another participating player. That player then has the option to respond to the attack with either a counterattack, a defensive power, or decide to dodge or roll or something like that. The other player can then choose to cancel his attack and start a new attack to defeat his counterattack which the other player will then have five minutes to respond and so on. At the end of the final five minutes of your volley back and forth of superpowers, I will declare if the final two attacks or defenses succeeded and the loser might lose a number of Hero Points if they were successfully attacked. Then the cycle starts over again. Two players can combine their powers against one or more players if they choose to do so. ALSO, players who have territory around the site of the duel CAN crash it.

    Ultimately, the battle goes on until one side or all players involved but one have been reduced to 0 H/V points or have surrendered or retreated. These duels will generally be a higher stakes battle. Surrendering or retreating could put a MAJOR dent in your points and crime rates could rise and revolutions spring up and you can lose a lot of land if you’re in a war. HOWEVER, if you lose all your points in this duel, YOU CAN BE CAPTURED OR KILLED BY YOUR FOES. Of course, winning these things will probably give you the biggest boost when you basically get everything your opponent lost.

    Alliances

    Instead of alliances, you can choose from one of these two options: crossovers and teams.

    Crossovers

    Crossovers are where two players (and ONLY two) can decide to team up against a series of events that seem to be connected. This will give them a +2 bonus to rolls. HOWEVER, if a crossover lasts for more than one arc, the people might get annoyed that the superhero can’t act on his own and might cause upheaval in the two nations. However, you can crossover with ANYONE you want regardless of morality.

    Teams

    Teams are basically alliances. Pick a name and you get a +1 for every player in it to every roll for every action your team participates in and you’ll get +2 Hero/Villain Points for being in it and doing it correctly.

    See, people like their heroes working with heroes and their villains working with villains. Players with 75% Morality or higher can only get the bonuses if they are on a team where all players have 50% or higher morality. Players with 25% Morality or lower can only be on teams where the players all have 50% or lower morality. If they aren’t, they will not get the bonuse Hero/Villain Points and BAD THINGS WILL HAPPEN. Anti-Heroes and Rogues can be on any team they want with out negative side effects, but they WILL NOT GET THE BONUS POINTS.

    Also, when a teammate is fighting a huge threat, a distress call will go out to his teammates. You will lose Points and the respect of your people if you do not help them.

    Winning the Game

    You can win the game through the following ways:

    · Being elected winner a la RTW II
    · Your alliance winning
    · Having the most Points and the lowest crime rate
    · Wiping everyone else out

    Resurrection Policy

    If you character is killed, don’t worry. You can do the following:

    · Have a sidekick you can play as.
    · Unclaimed territory.
    · If I declare your character’s death sufficiently vague or sufficiently awesome, I will give you 1 chance to bring that character back. Only one time. Otherwise, death IS death.
     
  5. Superpan

    Superpan Member

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    HERE'S THE MAP!


    Here ya go! Let's start registrating. Game won't start till Wednesday and here's your starting form. I'll be busy playing NPCs, so I probably won't be able to participate. Remember you can pick any color you want! Excelsior!

    Name: Superhero name (Optional Real Name)
    Origin:
    Powers: (2 minimum)
    Capital: Name (Real name of city if you've changed it)
    Morality:
    Color:
    Identity:
    Based on (optional):
    Comic name (optional):
     
  6. Jmill

    Jmill Person

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    Name: Delta (Daniel Washington)
    Origin: Radioactive
    Powers: Telepathy, Fighting
    Capital: Labyrinth City (Fredericksburg, VA, in the blue Virginia.)
    Morality: Anti-Hero
    Color: Dark Red
    Identity: Secret
    Comic name: The Labyrinth

    Change is coming to Labyrinth City. Delta is here to bring it.
     
  7. Superpan

    Superpan Member

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    Huntsman, I need your capital. You won't get all of your starting territory until you start your career in Issue 1 and it won't have your color until Issue 2. That goes for everyone.

    Issue 1 will only be for your character's first appearance. The game won't really start until Issue 2!

    That said nice job on creating interesting characters!
     
  8. The Huntsman

    The Huntsman Friend of Toon Zone

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    Just keep it where the dot is, then.
     
  9. Superpan

    Superpan Member

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    Alrighty, then. Do you have a name for it?
     
  10. The Huntsman

    The Huntsman Friend of Toon Zone

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    I'll think about it. I'll probably end up scrapping this character because Jmill started up right next to me. I prefer some breathing room.
     
  11. JAG

    JAG Active Member

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    The Bug
    Radioactive Man
    Strength and Firepower
    Seattle
    Superhero
    Orange
    Secret identity

    My Internet connection will be down for a week. I'm sending this from my phone. I'll post my full intro when my connection is fixed. I'll patrol the city every round until then. No events for me until then, please.
     
  12. jph139

    jph139 Immortal

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    Name: Pluton (Sorin Kolodin)
    Origin: Magic
    Powers: Ice Powers, Invisibility
    Capital: Miami
    Morality: Super Villain
    Color: Gray 42
    Identity: Secret
    Based On: The Gorgon (very loosely)
    Comic Name: Vigilante Miami (introduced as villain); Miami Underworld (as main character)

    Sorin Kolodin, child of Russian immigrants, grew up poor and unhappy on the streets of Chicago. As a teen, he ran away from home and quickly fell through the cracks. Desperate and alone, he sold his soul to the Old Gods, and was given more than he could have ever dreamed. Hades took him beneath his wing; the Helm of Invisibility was his.

    Sorin did not use it for good, though, nor for evil; he used it selfishly, to steal and hurt and kill. And for this he was punished - he is a heat void, pale as the moon, unable to feel the warmth of another. In fact, to simply touch the boy would spell death.

    Yet, he had wealth - for the God of Wealth was once on his side, and showed him all the secrets - and it did not take long for him to grow into a kingpin of the Chicago underworld. Wealth. Fame. Power. He had it all. But it wasn't enough. He wanted warmth - desperately. He moved down to Miami to find it, changing his name, wearing dark glasses and dark suits. But the sun was just too far out of reach.

    So he's waiting there, now, the city in his icy fingers. And he wants revenge. Revenge on the gods. Revenge on America. Revenge on the world. And if he's lucky, he just might get it.
     
  13. Radical Raven

    Radical Raven Bow bow bow, bow bow bow...

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    In ancient New York City, there is an island! The natives refuse to go there! Even the birds stay away! For on this island lays an ancient secret - and, perhaps, a worlds only hope!

    Once populated by a tribe of social outcats, the island is now abandoned! Weird statues to an ancient leader dot it's landscape - the weather-beaten figures of the ancient tyrant, EMPEROR BORIS I! The infamous insane ruler who tried to take over New York single-handedly! But - what's this, at the grave site?

    Mysterious Woman: *incoherent chanting*

    And, as the woman casts her spell, observe as a ghastly skeleton emerges from the earth. Slowly, the worn old bones harden and bleach - then skin and muscels begin to form - as the woman finishes her mystical song, Emperor Boris I lives again!

    Boris I: Ugh, what...what's all this supposed to be, then? Heller? We thought you died!

    Karen Heller: I got better, my Emperor. I have come to tell you of an urgent problem that your world is facing. You are desperately needed.

    Boris I: Ah, but, New York...

    Karen Heller: Taken care of, My Emperor. Steven Cain has been vanquished -

    Boris I: Oh, really!? Good!

    Karen Heller: - as has Brad Davis.

    Boris I: Um. Who?

    Karen Heller: It is time for you to turn your eyes elsewhere - a place very far away is in need of your benevolent rule. Without it they will surely perish!

    Boris I: Where?

    Karen Heller: Take my hand, Emperor...

    And as the beffudled old man grasps his former aides hand, there is a flash of light and they are both gone!
    ______________________________________________________

    Meanwhile, in another world: the city of San Francisco - ANOTHER city of San Francisco - is being ravaged by group of horrible monsters! The people are at a loss when, suddenly, a shooting star falls from the sky!

    Boris I: Fear not, citizeeeeeee...... *crashes into building*

    .....

    Boris I: *stands up* You are now under the protection of your Emperor, BORIS I! *leaps into action*

    Emperor Boris I
    Background: Magic
    Powers: Super-Strength, Invulnerability
    Alignment: Anti-Hero
    Color: Purple
    Identity: Public
    Based On: Emperor Joshua Norton
    Comic Name: Whiz Comics
    Capital: San Francisco

    EDIT: (I changed my background)
     
  14. The Huntsman

    The Huntsman Friend of Toon Zone

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    I've picked a new character. I must admit, however, that the northeast concerns me. There are so many tiny pieces of land; it seems almost unfair for them to cost the same amount, and in warfare, they aren’t likely to provide much protection. Granted, due to the small size of the map, I wonder how warfare will actually work. If you lose a battle, how much land do you use? There are barely a handful of pixels between borders.

    Name: Ashram Lacroix
    Origin: Alien
    Powers: Flight, Super Speed
    Capital: Fort Kent, Maine Blue
    Morality: Rogue
    Color: Myrtle
    Identity: Public

    You humans are a strange lot. Might as well kick back and enjoy the show.
     
  15. VP VP

    VP VP Great Ice Dragon

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    Name: The Puppeteer
    Origin: Crime Fighter
    Powers: Super strength, teleportation
    Capital: The Marionette Theatre (Potsdam, New York, blue dot)
    Morality: Rogue
    Color: Ice Blue
    Identity: Secret
    Based on: Carl Clover/Relius Clover (From BlazBlue)

    In this future, there is a city inwhich everyone acts like a machine. No emotion, no desires, just orders to carry out. People have been mysteriously disappearing, but nobody is alarmed. Various high price crimes have been occuring, but still nobody cares.........
     
    #15 VP VP, May 23, 2011
    Last edited by a moderator: May 23, 2011
  16. The Huntsman

    The Huntsman Friend of Toon Zone

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    By the way, Superpan, I would recommend using imgur to upload the map. It's what both Johnny and I used after imageshack changed their uploading policy.
     
  17. Superpan

    Superpan Member

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    That part of the map may be small, but whoever conquers the Mad Scientist and have the special bonus....might...well, I'm not giving anything away, but if you like giant robots and death rays, you might be happy...

    Speaking of which, NO ONE SPOIL THE BONUSES IF YOU'VE FIGURED THEM OUT.
     
  18. The Huntsman

    The Huntsman Friend of Toon Zone

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    What about warfare, though? When you lose a battle, how much land do you lose? As I've said, the size of the map only provides a few pixels between some territories.
     
  19. Superpan

    Superpan Member

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    If it's a close roll, the loser will only lose 1/3rd of the land of the state that's being invaded. Decent-sized advantage, 1/2. BIG ROLL, all of a state....The Northeast would make an interesting warfare area but you'd have to deal with that Mad Scientist first....That said, I seem to remember that in the first game Johnny and you stood a good chance. If you're really worried about being easily conquered, I would invest in a boat, plane, or flight and expand to other areas in America. Hey, maybe you can even use them to get a flank on the enemy. Note that controlling areas in two villains area will attract their attention.

    Remember guys, you're all going to have to deal with these NPCs in the beginning. You can fight each other, but it will be EXTREMELY LIKELY that the NPCs will interfere and maybe try to destroy both combatants. So maybe use diplomacy in the beginning...or fight duels if you have to show your other players who's boss.

    Thank you for that option, Huntsman.


    Here's the Map!
     
  20. Blankments

    Blankments The Sparkle Rises!

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    Name: Tempa-Man (Dan DeMilo)
    Origin: Radioactive Man
    Powers: Firepower, Ice Powers
    Capital: Gary, Indiana, a desolated city of crime and misfortune (Blue dot of Indiana)
    Morality: Superhero
    Color: Purple
    Identity: Secret
    Based on: Frozone and the Human Torch.
    Comic Name: The Tremendous Tempa-Man!

    I'll post an origin story later. I've had one since I was five. ;)
     

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