Welcome everyone! Thanks for joining in. Let's meet our heroes, shall we? Post below to introduce your character. You can copy/paste your application or set up your character sheet. Or both!
Each of your posts in the story thread needs a stat block, and this is a good place to have it ready for copy/paste purposes. You are free to make your own design. It just needs to contain the appropriate information: your hero name, playbook name, labels, current conditions, and influences.
Below is a basic Character Sheet and a Stat Block. Feel free to quote this post to get at the text so you can edit and make them your own. Or make your own from scratch. I won't be offended.
Hero Name: Name Playbook: Playbook Looks: Bearded? Moment of Truth: Not Unlocked Yet Potential: O O O O O
DIRECTLY ENGAGE A THREAT
When you directly engage a threat, roll + Danger. On a hit, trade blows. On a 10+, pick two. On a 7-9, pick one.
• resist or avoid their blows
• take something from them
• create an opportunity for your allies
• impress, surprise, or frighten the opposition
UNLEASH YOUR POWERS
When you unleash your powers to overcome an obstacle, reshape your environment, or extend your senses, roll + Freak. On a hit, you do it. On a 7-9, mark a condition or the GM will tell you how the effect is unstable or temporary.
Insert Extras Here
• Name
• Name
• Name
• Every Adult
Hero Name: Name Playbook: Playbook Looks: Bearded? Moment of Truth: Not Unlocked Yet Potential: O O O O O
Dating briar, the bestest girlfriend ever! Might be a little distracted sometimes. :P PM me if I have not posted in a game with you this week or if you need anything!
-Alien ways: Whenever you openly disregard or
undermine an important Earth custom in favor of
one of your own people’s customs, shift Superior
up and any other Label down.
-The best of them: When you comfort or support
someone by telling them how they exemplify the
best parts of Earth, roll + Freak instead of
+ Mundane.
-Belong in two worlds: You have the resources
that come with your station. Whenever you
contact your people, roll + Superior. On a 10+,
hold 3. On a 7-9, hold 2. On a miss, hold 1, but
your people make an uncomfortable demand of
you. Spend your hold 1 for 1 to:
- receive a useful piece of alien technology
that will allow you to use any ability from
another playbook once (choose the ability
when you spend the hold)
- consult your people’s knowledge to ask the
GM a question about the current situation
- clear a condition through the comfort of
contact with your home
Relationships:
You’ve been learning about Earth by spending time with XLR8 even if he refused to share his secret identity, which is a strange notion to the alien whose identity is as fluid as water.
You have a crush on Gold Rush but you keep it under wraps since she is practically the paradigm of the Human race and she likely wouldn't accept his affection as an outsider.
Influence: Haughty
He feels superior to the others but there isn't anyway in the universe that he will let onto that unless forced to because he is trying not to give into the 'easy way out' of assuming they are completely meaningless lifeforms within the universe and he is hopeful that he can prove it beyond a doubt in order to save them.
Kam'Ron is what he was called in his old life on Xenon Seven. He still uses this name to represent his natural form when he is doing hero stuff. He has an elongated head that tapers back with minor ridges along it. His skin is a light brown and he has naturally has a mostly humanoid form standing about six feet tall, except for three fingers and a thumb on each hand that are long with an extra joint compared to humans, and his feet have four toes with an extra joint each, similar to his fingers. The extra joints on his fingers and toes give him the ability to grip things with either. His suit is made of a high-density, yet very light-weight and flexible fiber from his planet that conglomerates with his species' shapeshifting abilities. The suit has special energy fibers that generate a kinetic energy field that allows him to levitate.
His human form is a lot less alien to most. He uses this when he wants to blend in. Cameron is a laid-back, fun loving guy who isn't afraid to let it all hang loose. Kam'Ron's misunderstanding of human customs causes his outfits to be less than common. He often wears a white dress shirt, sleeves rolled to three quarters with a ascot/scarf tied loose around his collar with a brown suit vest and black dress pants and bright green canvas shoes, among other outlandish styles that he deems perfectly normal. His hair is usually in the swooped fashion that he likes. despite wanting to blend in, he likely stands out somewhat among other people. Even if he can change his looks at the drop of hat, he prefers to stick to one look to keep those around him more comfortable.
Kam'Ron seeks to prove to his people that the humans of Earth are worth the effort it would take to enter into a treaty of protection against the threats that roam the universe. Kam'Ron must show that he can integrate himself properly with humans and give a report to prove that humans are worth Xenonian lives. His family wishes to see his return because despite Kam's pleads and accounts, Earth and it's inhabitants seem barbaric and uncivilized compared to Xenonians. Kam's return to his people before he is able to collect the proper data and proof would likely spell disaster for Earth, as the Xenonians would likely abandon any effort to enter into the galactic treaty proposed to them.
Kam'Ron comes from a near utopian civilization called Xenonians, He is a member of the most developed beings of Xenon Seven. His people are able to act as a united community through fluent and free use of telepathy, allowing everyone to be completely honest with one another and fully knowing of each other's actions and intents. A large population of Xenonians are explorers and monitors of other planets in the universe. Kam'Ron's family is one such family incorporated within this group. Kam'Ron's, having reached the age of adulthood (18 full rotations of solar sequence) was able to choose his first mission and he chose Earth, seeing there to be far more under the surface than just what his family deems barbaric and uncivilized.
Kam'Ron needs to stay planet-side so that he can learn everything there is to learn and mount a strong, successful plea to his people to see them protected. His family wishes him to come home because besides seeing Earth as a useless rock full of people not civilized enough to be protected, they think that he might be in danger of suffering at the hands of such barbaric beings.
Kam'Ron sees the team as more than just subjects of study. More than just a way to learn everything he can but also to learn why people of Earth do the things they do. The hero thing is his way of further injecting himself into human culture and the rush is quite fun. The feeling of adulation from other Earthlings helps him to know that he is doing the right thing. His drive is increased with every good thing he finds on the planet.
Kam'Ron woke early to don his bio-suit and moved into the living quarters of his family home. It was spartan but not compared to most others of his people. Three gravitational lounging pads around a holographic information transceiver. His mother was waiting for him, but for how long, he wondered.
The air waves were cut sharply with emotions, sadness and anger emanated from his mother the moment he fully entered the room, "Why must you go?! The savage Earthlings will kill you!"
Kam raised his hands to gesture for her to calm herself, his calm telepathic emotions were sent in droves in an attempt to calm her, showing that he was unafraid, "You know why I want to go, There is more there than is seen on the surface."
His mother rose from her seat on the gravitational lounge pad and she turned to face him, "You cannot go! I will not allow it, My son." Her head hung with the sadness that she felt, knowing she couldn't stop him. Their telepathic conversation was more than just words, it was emotions and memories of a childhood spent under the watchful eye of both his parents. Kam was nearly pushed back by the sheer amount of emotions his mom was feeling.
"Do not worry, mother, My mission will be only as long as it takes to find the secret that makes Earthlings so resilient and worthy of surviving long into the future under the protection of the Tribunal Accord."
__________________
Clear out your inboxes and outboxes!
Last edited by Arthilian01; Jul 13th, 2017 at 09:36 PM.
Hero Name: The Wyvern
Playbook: The Transformed
Looks: Green scales, monstrous face, meager costume, and large wings.
Moment of Truth: Not Unlocked Yet
Potential: O O O O O
Abilities: impenetrable armor, inhuman might
None yet
-------
Conditions: None
Danger: +1
Freak: +3
Savior: 0
Superior: -1
Mundane: -1
-------
• I really like ____.
• I dislike _____.
-------
Wish I could be:
When you comfort or support someone, if you tell them what you most envy about them, you can roll + Freak instead of + Mundane.
I am not my body:
When you take a powerful physical blow, you may roll as if you had two fewer conditions marked. If you do, on a 10+ you must choose to lose control of yourself in a terrible way.
Not human enough:
When you directly engage a threat in a terrifying fashion, mark a condition to choose an additional option, even on a miss.
-------
• Name
• Name
• Name
-------
• Every Adult
The Wyvern (Formerly Ethan Williams)
The Transformed
Ethan no longer looks like his former seventeen year old self. In fact he no longer looked very human at all. What was once olive colored skin was now a thick, hard layer of green scales. Brown eyes had turned white solid white, with no visible iris. His face had been transformed into a beastly visage with horns and a dragon like maw.
It was this likeness to the mythical beast that inspired his heroic title, The Wyvern. Attached to his arms are two large wing like membranes, as well as a trio of long spikes extending from his forearms. He wore nothing but a pair of boots and gloves, and pair of shorts that were the same shade of his scales. It almost gave him the impression of wearing nothing.
It's not at all surprising that Ethan has struggled with accepting his new body. He's acutely aware of how people look at him, and he tries hard to offset his monstrous appearance with a very soft tone and logical dialogue. He's very sensitive to others opinions of him but in trying not to show it he can come off as unemotional.
Ethan doesn't want to be seen as a monster. He is pushed extra hard to do good deeds to prove his humanity, and he hopes to become well-known before returning to his parents to show them what he's become.
Ethan had an almost charmed life. His parents both had high income jobs, his mom a surgeon and his dad an archaeologist. Being around his brilliant parents, he learned to appreciate the act of learning and did very well in school. Even in his spare time he enjoyed reading science articles, especially anything involving medical research. He may have been interested in his mother's work.
Ethan wasn't a stereotypical nerd, he also played as a linebacker on his school's football team. He was pretty good, maybe not scholarship worthy but a boon for his team. He may have been a better player if his family didn't always take him on trips to where his father was conducting work. He got a lot of homeschooling to supplement his public schooling on these trips.
The last trip Ethan accompanied his father on was a trip to a Mayan temple that was newly discovered in Belize. Ethan's father had promised to take Ethan into the temple with him before they left, and he kept his promise. Before boarding the plane back home Ethan got a chance to see the temple for himself.
His father was busy, and as he was speaking with one of his colleagues Ethan became impatient and began to wander deeper into the temple. He had not planned to go far, but the ground far down the hall was weak and Ethan fell through. He cried out as he hit the bottom and found himself in a room that seemed to have been untouched for over a thousand years.
The room seemed to be a place of worship, there were a dozens and dozens of sculptures and wall-etchings of dragons of different types. In the middle of the room was a stone stand with a large emerald sitting in the middle. Curious, and excited to think what his father would think of the find he reached out to grab it, but as soon as he grabbed it it began to grow hot and emit a strong green light. Ethan closed his eyes tight but to no avail. The light was so bright it turned his world completely white, and the next thing he remembered he was awakened by his father, and the emerald was gone.
Over the next few weeks Ethan noticed changes come over his body. He tried to cover these up with clothing and sometimes even makeup. It quickly became apparent that this was not going to work for very long. Especially when he accidentally hurt another student during a football game. After that he decided he no longer fit in, and fell in with a group of supers. He hadn't been home since the football incident, and missing posters with his face are still plastered around his high school.
The game was close, 28-30 with his team trailing behind. Ethan was able to forget everything when he was playing football, including the changes he was going through. Nothing mattered when he played except for the game. As he stepped into position he met eyes with one of the opposing team members. He stared the other kid down in an effort to intimidate.
He wasn't prepared for the sudden look of horror on the other kid's face though. At first the kid squinted, as if not sure what he was seeing, but then it warped into an expression of fear. Ethan lifted his hand to his helmet, but that was as far as he got before the whistle blew and the play started. He broke the stare and looked for the ball. He found it in the arms of a one of the opposing team members. He looked for a gap in the defenses, found it, and ran to cut him off.
His arms and legs pumped as he ran down the kid with the ball. He was far behind due to his hesitation earlier. His desperation pushed him to greater speed, and as he finally closed the distance he didn't slow down for the impact. Ethan threw his shoulder into the kid's back, following him to the ground in a tackle that sent them both tumbling. Ethan got to his feet and stood, arms raised in victory. Until the boy's gasps brought him down to earth. He slowly turned, and looked at the kid's crumpled frame. His teammates gathered around the fallen boy.
“Hey, buddy, you okay?” “What happened is something broke?” Ethan could only stand there stunned as the crowd grew. The referee dispersed the crowd and made room for the medic. All Ethan heard among the ringing in his ears were the words broken ribs and head trauma.
“Hey, what's going on with your face?” The words cut through the clamor like a hot knife. Ethan looked for it's source and found the same kid who had been looking at him before the play started. Ethan slowly reached under his helmet to touch his cheek. Instead of the familiar feel of stubble he was met with the feeling of hard, smooth scale.
His heart began to race, and with a last look at his friends he turned and ran.
I've never played Masks before, or any of the games like it. The rules look simple though and it seems to lend itself to a very narrative style of game play, which I tend to prefer. Also, loved Young Justice!
Hero Name: The Wyvern
Playbook: The Transformed
Looks: Green scales, monstrous face, meager costume, and large wings.
Moment of Truth: Not Unlocked Yet
Potential: O O O O O
Conditions: None
Danger: +1
Freak: +3
Savior: 0
Superior: -1
Mundane: -1
• I really like ____.
• I dislike _____.
• Name
• Name
• Name
• Every Adult
__________________
I have taken the oath of Sangus.
Now playing: Secrets Beyond Sigil and Becoming a Hero
Last edited by AutumnRose; Jun 14th, 2017 at 04:40 PM.
Hero Name: Gold Rush Real Name: Sarah Strong Playbook: Legacy Abilities: Mythic Might, Legendary Speed, God-like Beauty
For the most part, Sarah looks like an average sixteen year old of mixed race. She is somewhat taller than normal, evidently fit, and exceptionally pretty but nothing that would suggest that she is actually a superhero. She tends to wear trendy clothing and lets her long dark hair flow free, winding up looking like what one would expect from the prettiest girl in the school, if less bitchy. In fact, she is quite kind and helpful, always willing to jump in to solve a situation, even if she can wind up seeming a bit too pleased with herself for doing so.
But when Sarah dons her costume she becomes Gold Rush. As Gold Rush she wears a golden jumpsuit with the symbol of her legacy upon it - the Armeria Knights’ sword crossed over a suit of armour. She also uses a matching domino mask to conceal her identity and somehow manages to flick her hair so that it curls dramatically, just enough so as that it makes her surprisingly unrecognisable in conjunction with the mask.
In costume, Gold Rush will always dash to be the first one on the scene, ready to use her great strength to tackle any problem, even if strength and speed are not the order of the day. As part of a legacy, superheroics were always an expectation rather than a sudden opportunity, so Sarah will always try and take the lead, even when she’s not the most qualified to do so. With a family name to live up to, she feels she has to constantly make an effort and push beyond her peers, especially in front of a crowd. This leads to her often seeming cocky and arrogant, as if her heritage makes her more capable than her team mates, even if she never actively thinks that, instead viewing herself more like a big sister to the group.
As either Sarah or Gold Rush, she's always willing to lend a hand. She'll fight crime with a smile on her face but she can get frustrated without a sufficient challenge, leading her to often get in over her head when she's looking for one, often not stopping to think about how anyone less strong than her will fare. But when it comes down to it, she will defend those in need.
It’s always been expected that Sarah will follow in the footsteps of her legacy and become a superhero. She has no problem with that and is excited to be working with a team to gain experience before hitting the big leagues when she becomes an adult. But there is the problem of her not having access to all the powers of her legacy. She should be able to reach into a pocket dimension called the Armoury to access all sorts of weapons and armour as she needs but so far she has been unable to. This is a source of great consternation for her legacy for if she cannot access the Armoury the gift might be lost to future generations. So in addition to living up to her name, Sarah is hoping that some field experience will bring out this power. Otherwise she might not be able to call herself an Armeria Knight. For now, she’ll just have to stick to being Gold Rush. Meanwhile, she’s going to try and project a slightly more modern image of her legacy – something a bit more up to date than knights in shining armour…
A long time ago, there was a squire who wanted to become a knight. He trained hard but was stuck serving a cruel and lazy knight and had no chance while serving under him. That was until one day, when he and his master were attacked by foul creatures that were chasing an old beggar. The knight turned and fled immediately, while the squire stood his ground to protect the poor man. Through his valour and skill, he saw off the creatures and when he turned to offer a hand to the beggar, he found instead a wizard. In recognition of his bravery, the wizard offered the squire three wishes. The squire wished for the greatest armoury in the kingdom, the strength to wield it, and (not having the greatest imagination) to be the most handsome man alive. But he did not just wish these for himself – he wished this for those of his name.
At least that’s how the story goes. It is probably a fiction made up somewhere along the generations (the squire didn’t just wish to become knight there and then?) but it is true that almost every member of Sarah’s family – a line of heroes dating back centuries known as the Armeria Knights - has super strength, super speed, and dashing good looks. On top of that, once the first born from each generation becomes thirteen they gain the ability to reach into a pocket dimension and access the great arsenal of weapons and armour collected over the ages.
The currently active Armeria Knight is Sarah’s father; Robert Strong, A.K.A Claymore (named after his favourite weapon from the Armoury, a giant sword that erupts into flame). Since it is only the first born of each Knight who can access the Armoury there are very few “true” Armeria Knights at any one time (others of the family sometimes being independent heroes and making do with their strength and speed) and the only other one at the moment is Sarah’s retired grandmother; Katherine Strong, A.K.A Lady Lance (naming yourself after your favourite weapon is something of a tradition).
Lady Lance is probably the most renowned member of the Knights, even if she is very old fashioned and traditional, especially when she talks of the youth of today. But in her prime she was an impressive Silver Age hero, her most famous exploit being when she defeated the legendary dragon Masduulaagii as it terrorised Halcyon City, leaping off Alcedo Tower – the tallest skyscraper in Halcyon City – to strike at its chest with her spear, the Gáe Bulg (it may or may not be the actual legendary spear, but it is made of some impressively sharp, monstrous bones), inflicting a mighty wound that made the dragon flee (although everyone suspects that it is still out there, plotting revenge).
Since then, the Armeria Knights have gone from quaint, old fashioned heroes to true saviours in the public eye (even if they are still thought of as very antiquated). They have always espoused very traditional values of justice and valour, but no one complains when they could possibly draw Excalibur out of thin air at a moment’s notice.
Sarah has grown up with super strength all her life and this, combined with her upbringing in close proximity to modern day knights and their tales of heroism, has left her with a strong belief in being just and noble. Hence she has jumped at every chance to be a superhero. It is only recently that she has actually begun going out in costume as Gold Rush, only now being judged mature enough to not abuse her strength.
However, she is sixteen years old and still cannot access the Armoury, despite her many attempts, earning her the ire of her grandmother. Any suspicions about her not being part of the Armeria line have been waylaid by her strength, speed and dazzling beauty being as prominent as for anyone else. It could be some random quirk of chance, but it could also be something more worrying. No one knows why yet, so the hope is that some actual experience will make the ability kick in (her grandmother thinks that the modern generation is just too soft and she needs to put in some actual work).
Naturally, Sarah wants as much as anyone to unlock her access to the Armoury, but until then she is going to make do with the ability to lift trucks, run faster than a speeding train, and having an incredibly photogenic face. She may not wear any armour, but she will try her hardest to live up to the symbol on her chest.
The wall exploded as if it had been hit by a truck, but as the dust settled it became clear to the startled criminals that it was not a wayward vehicle, but a very deliberate superhero. ”Sorry to interrupt, boys,” said Gold Rush, stepping through the hole with a grin that said I can’t wait to kick your ass, ”but if I’m not mistaken, you’re the ones responsible for that bank robbery. I was hoping to find a supervillain here, but I guess you’ll do.”
It didn’t take long for the robbers to reach for their guns, but it took even less time for Gold Rush to zoom up to the five crooks around their table. Lazily, she slapped down at the nearest ones gun, breaking it, his hand, and the table beneath it with one motion, before she unleashed a high kick to knock the next thug across the room, into the wall and unconsciousness.
By now the remaining three had their weapons raised and were ready to fire. Gold Rush may be tough, what with the increased muscle density inherent with her super strength but she certainly wasn’t bullet proof, and she wasn’t quite fast enough to dodge bullets, especially this close up. Reacting instinctively, she lifted up what was left of the table, smacking the middle thug up into the ceiling before dropping down and sweeping the legs out from under the last two. Before they could even hit the ground, Gold Rush had acrobatically leapt back to her feet and delivered a precise, restrained knockout blow to each. The whole encounter had lasted less than five seconds.
Sighing at the unconscious robbers around her, Gold Rush began making her way back out. She hadn’t had a good fight in weeks and she’d hoped that a group who could blow a bank vault door off might be a challenge. Come to think of it, she hadn’t seen any explosives or other equipment that could feasibly tear open a vault back there. Surely they couldn’t have hidden that already…
Gold Rush’s thoughts were interrupted by a sudden, low THUD from behind her. Turning around, she saw an 8ft tall man of pure muscle slamming open the actual door into the room who seemed as surprised by Gold Rush as she was at him. ”I guess your how these goons got that vault door open?” she asked, seeing him look concernedly at the unconscious mooks. When the muscle man nodded silently, Gold Rush cracked her knuckles with excitement. ”Excellent”, she said with a smile, ”that means we’ve got a fight!”
Because Masks is my favourite RPG system and I have only been able to play in it in once. Every other time I’ve been GMing it and I really want to be on the other side of the screen again. I love the way the mechanics reinforce character growth with your labels changing over time, your advancements really showing change (most notably the ability to lock a label) and conditions keeping you roleplaying in different ways, even if you’re not consciously aware of it. It’s the best example of using mechanics for theme that I can think of.
As for the kind of narratives I’d like, I’d want to play in one that will let us interact with the big heroes of the world and let us grow and see how we wind up comparing to them. There’s a lot that the advancements can let you do (changing playbooks, becoming a paragon of the city, etc.) so I’d like to be able to experiment with that.
Conditions:
❑ Afraid (-2 to directly engage a threat)
❑ Angry (-2 to comfort or support or pierce the mask)
❑ Guilty (-2 to provoke someone or assess the situation)
❑ Hopeless (-2 to unleash your powers)
❑ Insecure (-2 to defend someone or reject others’ influence)
Moves:
When you pull your punches while directly engaging a threat, you can roll + Savior instead of + Danger. If you do, you cannot choose to impress, surprise, or frighten your foe.
When you take Influence over someone from your legacy (or give them Influence over you), mark potential and take +1 forward. When someone from your legacy causes your Labels to shift, mark potential and take +1 forward.
The Legacy: Claymore is still active and prominent in the city. Lady Lance is retired and quite judgmental.
The dragon Masduulaagii is the greatest opponent the legacy ever faced... and is still at large.
Whenever time passes, roll + Savior to see how the members of your legacy feel or react to your most recent exploits. Before rolling, ask the other players to answer these questions about your performance. Take -1 to the roll for each “no” answer:
- have you been upholding the traditions of your legacy?
- have you maintained the image of your legacy?
- have you made the other members of your legacy proud?
On a hit, one of them offers you meaningful encouragement, an opportunity, or an advantage. On a 7-9, another is upset with your most recent actions, and will make their displeasure known. On a miss, something you did stirred up the hornet’s nest—expect several members of your legacy to meddle with your life.
Team Moves:
When you share a triumphant celebration with someone, tell them whether you see them as an equal. If you do, give them Influence over you and mark potential. If you don’t, shift Superior up and any other Label down.
When you share a vulnerability or weakness with someone, tell them a secret about your legacy (including your own true feelings about it) to clear a condition and give them Influence over you.
Relationships
You once got caught doing something that shames your legacy with The Wyvern.
You trust XLR8 and told them an important secret of your legacy.
Influences
• XLR8
• The Wyvern
• XLR8
• Kam'Ron
• The Wyvern
• Every Adult
__________________
"Space is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space." - Douglas Adams, The Hitchhiker's Guide to the Galaxy