Worm Discussion Thread
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Stringtheory
Scienza
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Re: Worm Discussion Thread
- Spoiler:
- I wonder if anyone's gotten around to making a fic like that. I'd read the shit out of it.
In a similar vein, I'd like to get into a Worm RP, but I don't particularly want to join Spacebattles or whatever just to join an in-progress RP with a bunch of assholes I don't know.
- SlashSlash:
- *Harbinger sits up in bed, brushing aside a confused-looking Jack as he puts on his glasses.
"Ahem. You assured me you were 'average, at least'"
"I am!"
"The average male of your age group and ethnicity is 5.64 inches long under optimal conditions. You are 5.54 inches long under, given your earlier words toward me over dinner, I can assume are optimal conditions. I'm afraid I can't be in a relationship with this sort of dishonesty, Jacob."
*Runs off to Cauldron*
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Re: Worm Discussion Thread
swicked wrote:Mister Frost wrote:Woops, accidental downvote.
Anyway, that's kind of the point--Taylor doesn't really care about them, either. She grows to like them, sure, but she doesn't consider them family like the Undersiders were. It doesn't help that their main bonding experience is chafing under the PRT's restrictions, rather than the Undersiders' facing off against everyone from heroes to E88's spawn to the Nine.
- Spoiler:
Actually, from a recent exchange between Theo and whatever their tinker's name is, it sounds like a lot of it's because of the directors.
Glen, the image consultant with a terrible image, impressed upon her the need to wow as many higher-ups as possible to keep these directors who have it out for her from locking her out of the protectorate. From messing with her life, finding a reason to kick her off the wards, and blocking her from eventually pursuing Jack and the S9.
Plus she's under house arrest and has no family nearby to visit or any chance at a social life outside of work. Not that she's particularly social, anyway.
She's career focused, as a result. She works too hard and, apparently, expects too much of the others. She cost one of the other girls her boyfriend after requiring too many late night missions for the team. She puts others at risk but insists the Wards handle everything themselves since she can't afford failure.
She's somewhat self centered and isn't fun for them. Not particularly different than she was with the Undersiders, truth be told, given all the crap they had to deal with all the time... but now she had even less reason to relax.
She needed someone like Tattletale to force her to drop her guard and demand they go see a movie or something. To know when she's struggling and help out. Maybe someone like Rachel who is similarly a strong outsider. No one like Grue, though. Maybe someone like Grue who had a worthwhile goal in life and needed her help to achieve it.
Other than Theo, who was a sad sap, the rest were just teenagers and have no grand mission or plan for the future. At least, nothing they are pursuing anywhere near as viciously as she is. None had the perspective or insight to attempt to understand to, let alone care to.
She's just not the type to open up for no reason, so they never had a chance at being her friends.
I got a bit annoyed by some of the conversation between Theo and the tinker regarding if Theo liked her and how he shouldn't pursue anything due to her attitude.
While I wouldn't disagree they'd be a bad match, a doormat and a champion, the tone of the conversation made it sound like no one should find her attractive mentally/personality-wise. That coupled with Grue's assessment of Taylor's physical looks the first night they had sex in which he was absolutely anything but complimentary... yeah.
Taylor isn't that far of from the exact kind of person I always figured I'd end up marrying. Minus the superpowers and the age gap.
Probably a silly thing to get annoyed over, her being fictional, but yeah.
- Spoiler:
I agree entirely. While Taylor's intensely driven nature barely drew any glances from the Jndersiders (since she just appeared to be coping better than most with the outrageous tempo of events they were getting swept up in, then moving to acting as you'd expect a warlord of a highly-contested area to) the Chicago Wards are not only ignorant of the impending apocalypse, but still optimistic (in the wake of Scion butt-raping Behemoth) that the Endbringer situation'll get worked out. All they (as a kind of passive bunch of slackers) see is a way-too-intense girl with a chip on her shoulder and something to prove.
Though that's, again, saying more about them than her. As we and other's can see, she's intensely driven and somewhat socially awkward, and she is shouldering a good deal of responsibility for the world-ending threat about to come down (which is why she defected, really--to end one of the biggest cape conflicts in America at the time so they could get back to focusing on the real threat.)
I'm also inclined to agree with you on that last part. I get that Taylor may not be the stereotypical image of beauty and may be a bit intense for the tastes of the Wards, but a good deal of people actually like the slender bodytype (and a lot of people, especially women, find that sort of intense drive and focus attractive. Hell, Armsmaster's the same way, and he swayed Dragon with it.
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Re: Worm Discussion Thread
swicked wrote:Mister Frost wrote:swicked wrote:Mister Frost wrote:Woops, accidental downvote.
Anyway, that's kind of the point--Taylor doesn't really care about them, either. She grows to like them, sure, but she doesn't consider them family like the Undersiders were. It doesn't help that their main bonding experience is chafing under the PRT's restrictions, rather than the Undersiders' facing off against everyone from heroes to E88's spawn to the Nine.
- Spoiler:
Actually, from a recent exchange between Theo and whatever their tinker's name is, it sounds like a lot of it's because of the directors.
Glen, the image consultant with a terrible image, impressed upon her the need to wow as many higher-ups as possible to keep these directors who have it out for her from locking her out of the protectorate. From messing with her life, finding a reason to kick her off the wards, and blocking her from eventually pursuing Jack and the S9.
Plus she's under house arrest and has no family nearby to visit or any chance at a social life outside of work. Not that she's particularly social, anyway.
She's career focused, as a result. She works too hard and, apparently, expects too much of the others. She cost one of the other girls her boyfriend after requiring too many late night missions for the team. She puts others at risk but insists the Wards handle everything themselves since she can't afford failure.
She's somewhat self centered and isn't fun for them. Not particularly different than she was with the Undersiders, truth be told, given all the crap they had to deal with all the time... but now she had even less reason to relax.
She needed someone like Tattletale to force her to drop her guard and demand they go see a movie or something. To know when she's struggling and help out. Maybe someone like Rachel who is similarly a strong outsider. No one like Grue, though. Maybe someone like Grue who had a worthwhile goal in life and needed her help to achieve it.
Other than Theo, who was a sad sap, the rest were just teenagers and have no grand mission or plan for the future. At least, nothing they are pursuing anywhere near as viciously as she is. None had the perspective or insight to attempt to understand to, let alone care to.
She's just not the type to open up for no reason, so they never had a chance at being her friends.
I got a bit annoyed by some of the conversation between Theo and the tinker regarding if Theo liked her and how he shouldn't pursue anything due to her attitude.
While I wouldn't disagree they'd be a bad match, a doormat and a champion, the tone of the conversation made it sound like no one should find her attractive mentally/personality-wise. That coupled with Grue's assessment of Taylor's physical looks the first night they had sex in which he was absolutely anything but complimentary... yeah.
Taylor isn't that far of from the exact kind of person I always figured I'd end up marrying. Minus the superpowers and the age gap.
Probably a silly thing to get annoyed over, her being fictional, but yeah.
- Spoiler:
I agree entirely. While Taylor's intensely driven nature barely drew any glances from the Jndersiders (since she just appeared to be coping better than most with the outrageous tempo of events they were getting swept up in, then moving to acting as you'd expect a warlord of a highly-contested area to) the Chicago Wards are not only ignorant of the impending apocalypse, but still optimistic (in the wake of Scion butt-raping Behemoth) that the Endbringer situation'll get worked out. All they (as a kind of passive bunch of slackers) see is a way-too-intense girl with a chip on her shoulder and something to prove.
Though that's, again, saying more about them than her. As we and other's can see, she's intensely driven and somewhat socially awkward, and she is shouldering a good deal of responsibility for the world-ending threat about to come down (which is why she defected, really--to end one of the biggest cape conflicts in America at the time so they could get back to focusing on the real threat.)
I'm also inclined to agree with you on that last part. I get that Taylor may not be the stereotypical image of beauty and may be a bit intense for the tastes of the Wards, but a good deal of people actually like the slender bodytype (and a lot of people, especially women, find that sort of intense drive and focus attractive. Hell, Armsmaster's the same way, and he swayed Dragon with it.
- Spoiler:
I never quite figured out if they realized she literally did have something to prove and, if she didn't prove herself, she was up shit creek. I can imagine her telling them pretty directly were any to just straight-out ask "Why do you work so hard?"
I guess the question is if they ever even showed that much interest in her as opposed to simply getting frustrated.
I'm really surprised there were no other Endbringer deaths after Behemoth, to be honest. This new Endbringer that's a tower that sent up traps in the area doesn't move much at all, it seems. The bird Endbringer is the weakest of the entire lot and the only way she knows how to get away is by flying up into the atmosphere, where Scion clearly could follow. If Leviathan is dragged far-enough away from water (which the triumvirate would be very capable of doing) he'd have no way to escape Scion. It doesn't make much sense to me. Jack's just been defeated, though, so I figure it won't matter for too much longer why Scion didn't destroy any of the others.
- Spoiler:
- Intimidation likely has a large factor in it. One doesn't want to go running up to the girl who conquered a city, drove off or killed several powerful villain groups, took on numerous S-Class threats, and killed one of the Triumvirate, just to ask her why she's so weird and intense, or even just to extend a friendly greeting. They were likely pleasantly surprised that she's not the brutal maniac her reputation might suggest, but they were't in any sort of mood to cozy up to her.
As for dealing with the Endbringers.....easier said than done, as we've seen. Behemoth is an absolute powerhouse, Leviathan's a speed-demon that summons tidal waves, the Simurgh is, in her own way, even worse than either of them, Konsou teleports and warps time, and Toho-Boho can dominate and trap down an entire area while locking down anyone from entering or leaving. If it can be done, it's been tried, and it didn't work.
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Re: Worm Discussion Thread
swicked wrote:
- continuing convo with frost minus the quote tunnel:
They picked her, remember? Tecton was excited to have her on the team. As was Grace and I think one other. Not Golem. He is a sad sap, after all, and has decided he's the only hero who isn't cold and hard inside.
They picked her knowing all that stuff about her. I don't know that they would if they were that intimidated by her.
What is Tohu-Bohu based on? Google is failing me.
Konsou was weirdly named for a fat black time buddha, in either any case.
- Spoiler:
- I'm assuming it's from this.
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Re: Worm Discussion Thread
swicked wrote:
- continuing convo with frost minus the quote tunnel:
They picked her, remember? Tecton was excited to have her on the team. As was Grace and I think one other. Not Golem. He is a sad sap, after all, and has decided he's the only hero who isn't cold and hard inside.
They picked her knowing all that stuff about her. I don't know that they would if they were that intimidated by her.
What is Tohu-Bohu based on? Google is failing me.
Konsou was weirdly named for a fat black time buddha, in either any case.
- Spoiler:
- True enough. I suppose another factor is probably the respective groups themselves. The Wards are the relatively normal, "popular" kids that Taylor had come to loathe, while the Undersiders were a screwed-up, ragtag bunch of traumatized misfits that Taylor likely felt right at home amongst.
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Re: Worm Discussion Thread
On an unrelated note, here's some Worm fanart I've been finding
- Really nice Taylor:
Source.
- Undersiders:
Source.
- Panacea and Marquis:
Source.
- Chevalier:
Source.
- Regent and Imp:
Source.
- Ending spoilers:
Source.
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Re: Worm Discussion Thread
Possibly? If so, I apologize for not tagging it properly.
Also, here's a Mannequin that was too massively huge for me to even try embedding.
Also, here's a Mannequin that was too massively huge for me to even try embedding.
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Re: Worm Discussion Thread
Those are nice. I particularly like the Panacea and the Imp/Regent one.
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Re: Worm Discussion Thread
I picture him looking as a sorta-fucked up window mannequin (hence the name) but "bitchin' psycho-robot" also looks cool.
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Re: Worm Discussion Thread
I personally imagined him to be more smooth lines and round porcelain, like something that Aperture Science would design.swicked wrote:...huh.Scienza wrote:Possibly? If so, I apologize for not tagging it properly.
Also, here's a Mannequin that was too massively huge for me to even try embedding.
I always imagined him as having a far, round body with the limbs and head looking kinda tacked on. But that actually looks like a torso, so I'm wondering why I had that impression...
Either way, he's creepy as hell and disturbingly inhuman.
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Re: Worm Discussion Thread
I always liked Crawler the best out of the bunch. Like a big ol' talking train-wreck, that guy was.
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Re: Worm Discussion Thread
By the way, I've heard mention of Worm RP's here and there, and as interesting as that sounds, I can't particularly say I want to make an account on Spacebattles or some shit just to RP with a bunch of assholes I don't know. I was wondering if any of the readin' bunch we have here would be interested
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Re: Worm Discussion Thread
I would be.
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Re: Worm Discussion Thread
I would just need to come up with a decent power for a character, since I realized my "best" idea was pretty much the Obliterator Virus and most of my spontaneous ideas are something like "shootin' laser beams out m' dick."
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Re: Worm Discussion Thread
Dickblaster would be the best character ever.Mister Frost wrote:I would just need to come up with a decent power for a character, since I realized my "best" idea was pretty much the Obliterator Virus and most of my spontaneous ideas are something like "shootin' laser beams out m' dick."
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Re: Worm Discussion Thread
I agree as far as drawn-out plots never making it, maybe mini-plots (or arcs) of linked missions and heists would have a bit more success.
I'd be fine with "DMing" so long as I could get some assistance in brainstorming with some of the groups (and their names/powers) that make up the city. I'll also ask around for anyone on the forum who'd be interested (due to the generally low-scale of events and characters, they wouldn't need any knowledge of the Parahumans 'verse beyond a little side info on trigger events (we'll keep Cauldron capes out of things for now) and perhaps some of the more famous folks like the Triumvirate, the Nine, and the Endbringers, though they're not likely to appear.
One advantage of the arc-based modular design would be that players could come and go as they wished without making a long-term commitment just because they want to take a crack at things. For the same reason, I would advise forgoing levels and XP so there's not a massive imbalance for latecomers, though special equipment, techniques, and applications of one's power learned in the process of gameplay would be valid.
Would we want to use dice/dice simulators, or a more free-style setup?
I'd be fine with "DMing" so long as I could get some assistance in brainstorming with some of the groups (and their names/powers) that make up the city. I'll also ask around for anyone on the forum who'd be interested (due to the generally low-scale of events and characters, they wouldn't need any knowledge of the Parahumans 'verse beyond a little side info on trigger events (we'll keep Cauldron capes out of things for now) and perhaps some of the more famous folks like the Triumvirate, the Nine, and the Endbringers, though they're not likely to appear.
One advantage of the arc-based modular design would be that players could come and go as they wished without making a long-term commitment just because they want to take a crack at things. For the same reason, I would advise forgoing levels and XP so there's not a massive imbalance for latecomers, though special equipment, techniques, and applications of one's power learned in the process of gameplay would be valid.
Would we want to use dice/dice simulators, or a more free-style setup?
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Re: Worm Discussion Thread
It seems we're of like mind, then. I prefer the more organic setup as well. It makes things feel a bit more like a collaborative writing process than a numbers-based, arbitrary scenario.
Also, I actually just had this idea for a character:
Also, I actually just had this idea for a character:
- Grenadier:
A for-hire Rogue, Grenadier's power, technically, is localized gravity manipulation, creating relatively small "warp zones" around his hands which draw matter in, then allowing the effect to linger a bit before fading, releasing the hyper-condensed matter with explosive force. In practice, this means he can generate what are essentially hand grenades out of materials on hand. This ranges from the short-range and relatively harmless airblast (a burst of compressed air that rarely harms opponents, but easily pushes them away or off-balance, as well as stunning them with the pressure wave) to the more offensive dust Bombs (made out of whatever concrete, stone, or asphalt is on hand. The pressure wave is less forceful, but the stone fragmentation can damage lightly armored targets) to even firebombs, where the plasma of a strong flame is compressed and thrown to be released in a surging wave of fire. He can throw the Bombs, on average, anywhere from thirty to forty meters.
He is usually equipped in black tactical gear including a balaclava and light body armor, with numerous pouches containing a variety of useful pre-made grenades. He carries a Glock 17 and a combat knife as backups to his power.
Known to his clients as "Mr. Walker", he actually dislikes the name that the Protectorated dubbed him with when they faced off, and similarly dislikes the entire cops-and-robbers game that capes are embroiled in. He prefers to keep a low profile and accomplish his job, be it as a hired guard or a hitman. His sarcastic attitude does well to convey his disdain for the idea of "brightly-dressed weirdos running around with names like 'Bobby the Fucking Walrus-Man'", as he's been known to say.
In his civilian identity, Tobias Rourke triggered during an intense firefight while serving in the French Foreign Legion, and shortly thereafter retired back to his home in Alaska to raise the son he'd just discovered he had, in the wake of the child's mother abandoning him to Tobias' parents to abscond with a new lover. He struggled for several months to make a living for the boy, before a close friend and confidant of his advised him to put his powers to work making a living. Said friend now takes care of young Jonathan while his father is out on contracts.
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Re: Worm Discussion Thread
- Character/Setting Ideas for RP Dump:
- Glenhaven (Possible setting):
Throughout most of the early years of the emerging parahuman community, Glenhaven was a relatively minor Midwestern city. It had a decently large civilian population, with enough local parahuman presence to warrant a Protectorate branch, but few things ever happened in Glenhaven that drew national attention. There was crime, but the Protectorate ensured that it was kept relatively at bay.
Everything changed when the supervillain Tyrant arrived in the city on October 13th, 1992. In a single day, Tyrant drove the Protectorate out of the city, killing more than two-thirds of the local branch in a battle that laid waste to most of Downtown. It was the single worst defeat in the Protectorate’s history… until Behemoth emerged two months later. With the world’s eyes focused on the unprecedented destruction occurring elsewhere, Tyrant consolidated his power, bringing all the local gangs and parahumans under his control, supplementing his forces with mercenary capes and ambitious villains from outside Glenhaven. For two years. Glenhaven was a feudal kingdom, ignored as the Protectorate licked its wounds and prepared for any future Endbringer attacks
Eventually, the Protectorate reasserted itself, with the Triumvirate personally slogging it out with Tyrant until the villain lay dead in the wreckage of Uptown. In the years afterwards, the city slowly rebuilt itself, with the heroes attempting to reestablish some level of normalcy to the bombed-out ruins of Glenhaven. Twenty years later, the city has become one of the more prosperous cities in the country, a center of manufacturing and production which provides more than seven percent of the consumer goods that Americans use.
Uptown is, at least in the eyes of the local government, the jewel of Glenhaven. A glimmering gentrified paradise, it boasts scores of brutally expensive boutiques and brutally expensive condos. On 3rd Street, there is a Starbucks with a McDonalds inside it. Uptown has the Mayor’s Hall, the HQ of the Glenhaven Protectorate, and TosCo Stadium, home of the Glenhaven Barons.
Downtown is where everybody else lives. Running the gamut from “okay” to “pretty sketchy”, Downtown is the location of Glenhaven’s industrial district, the factories and refineries belching out enough smoke to give Downtown the mood and lighting of a noir thriller. Crime is present but manageable compared to Southbridge, with most petty crimes just being part of everyday life for the average citizen.
Southbridge is the region south of Bridge Street (thus the name), and is arguably the most lasting legacy of Tyrant on the city. Despite the best efforts of the Protectorate and the PRT, the area still remains largely in the control of the villains that entrenched themselves during Tyrant’s reign, as well as the scores of newcomers that have arrived since. The situation is, at best, a stalemate, with the heroes keeping most of the villains and rogues out of the rest of the city. Southbridge is rife with conflict, minor villains openly battling with vigilantes in the streets as larger players attempt to seize control. In the words of one PRT veteran, “It was a shithole before T-Day, it was a shithole after they blew his brains out, and it’s still a shithole twenty years later.”
[other areas if you guys want to make any changes]
These are mostly for either personal use during the RP or just to flesh out the ranks of the cape population of the city.- Analogue:
Power Classification: Tinker 5
Alignment: Hero (Protectorate)
“Tick tock, jackass.”'
Like all Tinkers, Analogue is a wizard with tech… prior to the invention of the internal-combustion engine. Able to construct anything he can dream of powered by clockwork or steam, he is a master of everything from trebuchets to artillery shells. In addition, Analogue is extremely skilled in alchemy and metallurgy, producing many of the alloys used by other Protectorate Tinkers as well as specialty ammunition for PRT troops. He also contributes considerably to the armories of the Protectorate, with some of his creations including the crossbows used by Shadow Stalker and Flechette.
Tom wears a complex suit of hydraulic power armor that gives him greatly increased strength and endurance, along with a repeating crossbow so overly complex that apparently only he can use it. His bolts have a variety of alchemical properties and effects, usually nonlethal. However, he prefers to stay at his workbench rather than patrol the streets, feeling that he can contribute more to his teammates’ success with the gear he produces than with his fists. He is quiet and hardworking, intensely proud of his creations and incredibly defensive when his work is unfavorably compared to more modern Tinkers like Dragon or Armsmaster.
- Twitch:
Power Classification: Mover 4.
Alignment: Hero (Wards)
“I've got all the time in the world.”
Twitch has the ability to massively accelerate her reaction time and movement speed to the point that time seems to slow to a crawl. To an outside observer, she appears to be able to dodge bullets and cave in skulls with a single touch, however this is all a result of her reacting and moving far faster than ordinary human perception. One side effect, however, is that her powers burn through calories like a wildfire through sawdust. Twitch’s diet averages around 8-12 thousand calories per day which, during periods of intense usage, is only barely enough to keep her from becoming dangerously underweight.
Twitch’s equipment is kept light to maximize her agility and dexterity, consisting mostly of a light armored bodysuit and a baton, along with several high-density protein bars to keep her power refueled when she absolutely needs it.
Kate is considered to be friendly and laid-back by her fellow Wards, who see her as the “cool big sister” to Ironclad’s “dad”. She fully embraces this persona, relishing in the humor and comradery of her life in the Wards as a way of escaping her past. Every moment she spends smiling is another minute she doesn’t spend thinking about what happened to her. She loves it.
Twitch has also been the reigning champion of the Annual PRT Hot Dog Eating Competition for the last three years.
- Flicker:
Power Classification: Stranger 4, Blaster 1
Alignment: Villain (Solo)
"Fuck Thinkers."
Flicker has the ability to bend and focus light around his person, becoming completely invisible to eye or camera (as well as completely blind). His manipulation of light is limited to within a few inches of his body, though that is adequate for his purposes. In a pinch, Flicker is able to focus light into concentrated blasts that can temporarily blind opponents or short out cameras, as well as redirect light into his eyes for near-perfect night vision.
Kyle's equipment varies, depending on the job. In one particularly engrossing tale, he robbed a bank completely naked for a dare, getting in and out completely undetected. Unusually for a Stranger, he is boisterous and charming, fond of paying for everyone's drinks with the fruits of his "expeditions". Due to his solo status, and relatively benign nature, he is largely ignored by most of the local parahuman community.
- Ranger:
Power Classification: Tinker 1, Blaster 5, Mover 2
Alignment: Hero (Protectorate)
"Dance, you sons of bitches."
There are some capes that utterly love the spotlight. Decked out in his white-and-gold cyberpunk cowboy outfit, Ranger is certainly one of them. Astride his mechanical steeds, a ludicrously powerful six-shooter (in name, anyway. The cylinders contain an impossibly large number of bullets) in each hand, Ranger is the darling of Uptown and the head of the Glenhaven Protectorate. Arrogant, aggressive, and handsome as hell, he has been involved in more "scandals" than almost any other member of the Protectorate. It is commonly believed that he is solely responsible for the crop of green-eyed infants among the social elite.
Roger's saving grace is his effectiveness. In the years after Tyrant's death, Ranger was responsible for almost single-handedly clearing most of the city. The very sight of the sheriff's star is enough to make most resident of Southbridge run for cover. However, there are many who allege that he has grown too cocky in recent years, spending more time attending Uptown parties than dealing with Southbridge kingpins. Only time will tell whether this analysis rings true.
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Re: Worm Discussion Thread
Oooh, I like Glenhaven. All of it. If it's like any mid-size Midwestern city I've been in (a lot) then it tends more toward "sprawling" than "towering", putting Movers like Shadow Stalker (and Flechette's techniques) at a disadvantage.
I realize I didn't classify Mr. Walker. Shaker 2/Blaster 4 seems about right, though I'd have to look up the exact scales again. I've got some ideas in mind for techniques he could develop over the course of the game. And, no, he can't just grab someone, crush them and make them explode with his power. Manton Effect and all that.
I like your characters, as well. I could picture the thief being hired in conjunction with ol' Walker for a job. The boisterous peppiness and the deadpan sarcasm would clash in a most amusing manner.
I also might have wrangled Iron into joining up, in other news.
I realize I didn't classify Mr. Walker. Shaker 2/Blaster 4 seems about right, though I'd have to look up the exact scales again. I've got some ideas in mind for techniques he could develop over the course of the game. And, no, he can't just grab someone, crush them and make them explode with his power. Manton Effect and all that.
I like your characters, as well. I could picture the thief being hired in conjunction with ol' Walker for a job. The boisterous peppiness and the deadpan sarcasm would clash in a most amusing manner.
I also might have wrangled Iron into joining up, in other news.
Frost- Crazed Gun-Toting 'Murican
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Re: Worm Discussion Thread
Do you have any other suggestions? As someone who grew up and lived most of their life on the East Coast, I don't have as much familiarity with the region, so I want to make sure that it fits (especially since we'll all be running around in it). If we can get enough people to join, this could be incredibly fun.Mister Frost wrote:Oooh, I like Glenhaven. All of it. If it's like any mid-size Midwestern city I've been in (a lot) then it tends more toward "sprawling" than "towering", putting Movers like Shadow Stalker (and Flechette's techniques) at a disadvantage.
Also, any ideas for gangs/other groups? I'm trying to flesh out the setting with some NPCs for the GM to control.
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Re: Worm Discussion Thread
Damn, I knew the name was familiar but I couldn't find him on the (woefully incomplete) wiki. Maybe Bonesaw is just too young to remember? Or I could just change the name.swicked wrote:I like Glenhaven. Also your characters. I assume I can make a few as well, even if I don't end up RPing them much? Making up interesting powers is fun and we need an established cast of Wards and Protectorate.
Are you making yours with trigger events in mind?
Also, probably not important, but Tyrant was the name of one of Bonesaw's creations. King/Hatchetface hybrid, I believe.
Feel free to make as many characters as you'd like, even if you don't intend on using them that much. We could do with as many capes as possible to make the game dynamic (also, as you mentioned, it's just really fun.)
I have triggers in mind for most of the folks I'm making, with the exception of the Tinkers, since I'm not fully sure what kind of trigger a Tinker would have. Locked in a steel box with a monkey wrench, a soldering iron, and a mass of complex electronics?
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Re: Worm Discussion Thread
My point of reference being Ohio--Region tends to be rather open with fairly gentle hills virtually everywhere, even in what passes for the flatter areas. The hills can get pretty dense, and there's forest everywhere that hasn't been developed into a town or city or the ever-present farmland. Can't speak for a world with capes, but the general political views that I've seen are more of a libertarian leaning, and between that and the heavy presence of military vets (a higher percentage than most areas, I believe) mean there's also a lot of gun owners, especially of higher-end military-style firearms.
As for gangs, well....a lot of gangs I've seen around here are of the Latino variety, so I'd expect more of that at the street-level, and more of outright revolutionary anti-government groups at the higher levels (think the Tea Party with superpowers.)
We're actually headed back to the rear now, out of the field. I'll use the time to brainstorm up some powers for some of the capes one might encounter.
As for gangs, well....a lot of gangs I've seen around here are of the Latino variety, so I'd expect more of that at the street-level, and more of outright revolutionary anti-government groups at the higher levels (think the Tea Party with superpowers.)
We're actually headed back to the rear now, out of the field. I'll use the time to brainstorm up some powers for some of the capes one might encounter.
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Re: Worm Discussion Thread
- Noctus:
Affiliation: Villain (Latin Sultans)
Classification: Stranger 5
The Latin Sultans are one of the more brutal gangs in Glenhaven. Composed entirely of first- and second-generation Hispanic-American men and women, their numbers are few and their shadow is long, a four-block-wide strip stretching from a block south of Bridge Street to nearly the city limits. They deal mostly in extortion and small-scale robbery, and dabble in racketeering and drug trafficking.
Among their inner circle of parahuman lieutenants and sub-leaders, few are as ruthless as Noctus. Clad in mottled black-and-grey flowing clothing and a snarling black Aztec-style mask within the shadows of his hood, he is capable of becoming two-dimensional and completely pitch-black, appearing, for all intents and purposes, as a shadow on the wall. From crawling about on walls and ceilings to walking right along in the guise of an unsuspecting victim's shadow, he acts as the spy and psychological weapon of the Sultans, instilling fear and pain in his victims and paranoia in all others using knives, knuckle dusters, and the occasional firearm to brutalize competitors and heroes for fun and profit.
The same paranoia that he inflicts also holds Agustin ("Gus") in an iron vice. After growing up alone in the streets of Columbia's worst regions, the boy was betrayed or beaten by nearly all he met, until a group of would-be friends abandoned him, red-handed, in the middle of a liquor store holdup. Surrounded by police, he triggered and used his power to slip away.
It is important to note that Gus is not invulnerable during his shadow-state, and may be harmed, possibly, more easily than normal due to his two-dimensional nature at this time.
Last edited by Mister Frost on Wed Oct 29, 2014 3:01 am; edited 1 time in total
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Re: Worm Discussion Thread
Here's my character:
I haven't actually gotten around to reading the comic yet. If I've done something wrong, please let me know.
- The Ghost:
A social outcast for various reasons, Angus Dragge, also known as The Ghost, is a Rogue who works as an expensive bodyguard, using his powers to aid him in each job or whenever it's convenient. Born with a bizarre combination of pituitary gigantism and marfan syndrome, people were always intimidated by his massive and unnervingly alien appearance, and thus he was shunned by most, who considered him a freak. Those who didn't outright reject him instead treated him with forced tolerance and politeness, an attitude which usually came from the staff of shops and other businesses. His treatment by others gradually caused him to fall into depression and develop severe anxiety, along with a strong fear of people.
One day, when he was twelve, his mother brought him to the circus in an attempt to keep him from falling too deep into despair. At one point, he wandered away, and one of the staff forcefully escorted him away, mistaking him for one of their own who was missing. Angus, who was having one of his worse days, was too weak to resist or make many objections, and the man put him on display as "The World's Tallest Man". As the patrons crowded around, much to the boy's horror, Angus quickly began to panic, and that was the moment his powers manifested. Overcome with fear as one of his worst nightmares came true, Angus let out a yell, which was warped into a deafening shriek by his new ability. The crowd turned into chaos as their eardrums were ruptured, and Angus dropped to the ground, passing out from the shock to his mind and body. Afterwards, he spent a week in the hospital before he was finally released.
Once he was employed in his current profession, he quickly earned the moniker of "Ghost", owing to his tendency to silence the sounds of his own body, such as his breathing and footsteps. This allows him to suddenly 'appear' in a room full of distracted people.
His power allow him to manipulate sounds in nearly any way he wishes, from making them quieter or amplifying them, to changing their focus or transforming them into entirely different noises. While extremely powerful under the right circumstances, Angus' power is physically exhausting, and it drains him with each use. Intense use of the power, or using it for too long, can be dangerous to him.
Angus is an extremely intimidating man. Due to both of his diseases, he stands roughly 8' 3", with a relatively rail-thin body and long, spindly limbs, toes, and fingers. He is barrel-chested, and has extremely large, broad shoulders and a long neck. His face is far from what many would call handsome, owing to his conditions; his brown eyes rest within deep sockets under a thick, heavy brow, his aquiline nose is long and broad, and his lantern jaw slants inward, giving his face a crescent-like profile from the side. He shaves his black hair for practical reasons, leaving him nearly bald. He works hard to keep himself in decent shape to combat the ill effects of his biology, and the results allow him to be far stronger than a normal human. However, his heart won't take much stress, limiting his endurance in both fights and everyday activities, and some of his joints are relatively weak. He is 25 years old.
He typically wears a long, dark-gray trench coat, a brown beret with gold thread that forms a tiny grid-pattern on the hat, khaki pants, and a pair of massive, steel-toed boots. On his worse days, he walks with a large cane. He carries a Colt 1911, which was custom-made with a large grip for his massive hands, and a stun gun.
I haven't actually gotten around to reading the comic yet. If I've done something wrong, please let me know.
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Re: Worm Discussion Thread
On Frost's suggestion, here's my contribution:
Albert's own character sheet in the works.
- Maria Itziar-Consuelo:
- Maria Itziar-Consuelo [Cape name pending]
Born from a Chilean family who fled their country in the wake of the 1973's coup, she grew up on the road as her family traveled the south-american continent, going from family contacts to political friends; trying to survive on a day to day basis as her parents and grandparents sold their competences as political activists to help the local worker movements, before being invariably chased by the authority as subversive foreigner elements.
Born in 1989, as the Soviet Union collapsed, and with it the dreams of a Worker's Utopia of her parents, she was often ostracized by other kids, as her family's nomad lifestyle made her a social outcast everywhere.
While her family was oriented more toward the humanities, she developed growing up an affinity for all things mechanical, from repairing toasters to maintaining the brand new Apple II her parents somehow managed to acquire.
Maria was triggered relatively early in her youth, when at 13 years old circumstances forced her to try and hack the whole electricity grid of one of Caracas neighboroud, as the so called “Death Squads” of the local law-enforcement forces were storming it with the intent of expel-killing her family; who had pissed one too many local lords. Washed over by a wave of sudden understanding of all the mechanisms surrounding her, she managed to completely cut the light from almost 200,000 people in her attempt.
From there on, she added her competences to her family's political struggle, maintaining the tools of their mobile base of operation as they became more complex, and helping some of their “friends” with their own technical-related problems – some of them involving safecracking...
Unfortunately, a few years later, some of these “friends” gave her family away, and she only escaped the paramilitary raid that killed them as she was away, shopping at an electronic shop for new computer parts.
Having grown up knowing such a thing could happen and having been prepared for it, she chose to leave south-america, using some of her family's contacts to move to America, into the heart of the Evil Empire.
Arriving in Miami under a false identity and with an American passport, she contacted one of her remote family member, who accepted to welcome her in her new country of adoption.
Thus she moved to Glenhaven, which was just starting to rebuild from the Years of Chaos.
There she met Albert. After a discussion which involved Tequila and quite a few US Dollars in cash, Albert started working with Maria, acting as her fixer, finding her clients.
Since then, she's been working freelance, using her intimate knowledge of how everything technological around her works, from wristwatch to computers, passing by door locks and cars; most of the time offering her service to open doors (physical or virtual) which would have otherwise stayed locked.
While she prefer to stay away from the action, it may sometimes happen that some works require her to be physically present where the action happen. In cases such as these, she try to use the environment and to avoid direct confrontation as much as she can: shadows are where she thrives.
-----------
Power description:
Maria has an intuitive and intimate understanding of everything technological around her. Contrary to most tinkers, her talent does not reside in an ability to build things, but in being able to “empathize” with existing technologies, and being able to not only influence their working, but also to alter it; in effect making her able to “hack” most systems.
While the physical manifestation of her power is rather weak, she's able to make most anything involving electronic her bitch.
Character:
Maria is an Anarchist, and it shows. Fiercely independent, she pursue her own goals, and though she value partnerships and contracts, she won't respect any higher authority on the simple basis of its existence. She will often call the Protectorate and affiliate “fascists”. In fact, she tends to call any form of authority “fascist”.
She's accumulating as much money as she can for some projects of her, of which she has never shared the particulars of with anyone yet.
Alignement:
Fiercely independent.
Trivia:
She's recently started to toy with drones she bought at a toy store, and is exploring the idea of using them to further reduce her need to be present on her work places.
Albert's own character sheet in the works.
Harmony Ltd.- Draconequus
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Re: Worm Discussion Thread
Should we make a separate RP thread?
Scienza- Shipmistress
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Re: Worm Discussion Thread
Sure. I'll start it up (and likely include the 'starter' information for any other new non-readers that want to come in)
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Re: Worm Discussion Thread
Alright, background stuff is posted, and Sci was kind enough to transplant our characters. I think it's time to move this train over to the next track, if you'll forgive the mechanical impossibility of that metaphor.
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Re: Worm Discussion Thread
There's no way for the powers directly to harm the cape (pyrokinetics are immune to fire, or at least their own fire) but powers can and have been used against the cape (Panacea was able to interfere with Skitter's power and give her massive migraines through the bugs that the latter had on the former, numerous Thinkers get migraines from overuse of power, , ect.) I'd expect, therefore, that while Voodoo might be resistant to damage while her doll is safe, that harming the doll itself would also harm her.
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Re: Worm Discussion Thread
I'm not actually sure about the numbers for the scale either. I just used the wiki and eyeballed it relative to those capes whose capabilities were known. (i.e. a better Tinker than Kid Win, who is a 4, but worse than Bakuda, who's a 6).swicked wrote:I haven't particularly figured out what I want to be so far, but I came up with a few ideas for capes. Only two of them are particularly worth presenting, I think, so I'll post them in the interest of doing what Sci did and expanding the world a little.
...I might go back and edit these later to make them have more character, like Sci did with hers, but I kinda just wanted to post something to make it clear I will wanna be in this. I'll try and get my act together tonight over my next night shift and with have something ready to go for the weekend or whenever the show starts.
...I also have no idea what makes for a particular number in the whole classification thing, so I just made those up. Might adjust them later.
- Concoct:
Concoct, previous Cocktail – Mover 2, Striker 2, Breaker 2 – Ex-Villain – Has the ability to modify his own body chemistry to contain any number of chemicals he has previously experienced. His previous typical use of his power was to re-experience any high he's ever been on as his blood suddenly starts containing alcohol, LSD, speed, etc. As possibly some natural restriction by his passenger, he seems to be incapable of overdosing or experiencing any form of withdrawal.
While he typically eats, sleeps, relieves himself and breathes, he doesn't seem to need to; his power is capable of creating or removing anything it needs in order to service its cells directly.
More recently he attempted to make some money selling amounts of his own blood dosed with various drugs. This brought him some negative attention from local criminal elements that led to a string of deaths as a result of him dosing himself with massive amounts of adrenalin, steroids and cocaine when cornered. Following that all activity from him went quiet, with some speculation regarding his death.
Outside of public knowledge, though, he was collected by the Protectorate. Rather than going to the Birdcage he offered work. Having few serious crimes under his belt prior to the deaths that were ruled as self-defense, he joined as part of his probation.
- Voodoo :
Voodoo – Breaker 4 – Protectorate – Has the ability to create a crude small cloth-like replica of herself in her hands. As long as she protects the doll from physical harm (and it remains within a radius of a couple blocks), she is very difficult to hurt, but not much else. She can also share certain aspects of the doll. If it is left in a well-ventilated area, for example, she does not need to breath. If tossed, she can similarly be sent flying. If she is hurt or maimed, the doll frequently emulates the damage in a way that it can be patched and respectively heal her. Her passenger prevents any severe negative repercussions from echoing back to her through the doll such that destroying it cannot kill her. She can be made to feel severely uncomfortable or sick by its destruction or abuse, though. She can banish and conjure the doll at will, as well as determine what traits she decides inherit from it at a given time.
((I forget if it's been stated to the people signing on to the RP, but it's established in Worm that there's generally no way for a person's power to hurt or kill them due to mental blocks that I think had a particular name but I can't remember it. Might be worth keeping in mind during the RP.))
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