Appearance: Was once a strong, tall soldier. However, he is now stuck in the 8 feet tall, 5 feet wide prototype power armor. It is rather bulky, but is in the general shape of a human being. The suit only has two fingers and a thumb on each arm, only there for
Personality: The war wasn't kind on him. He saw what depths humanity would sink to in desperation. What it did to the invaders, or other people, Jeff learned the very hard way that the world isn't kind. The imprisonment within the armor has only made his world view more pessimistic. It has made him cynical to the core. Yet, Jake still fights for what is good, to try to make the terrible remains of the world a better place.
Alignment: Lawful Good superhero, although the lawfulness is forced upon him.
Powers: The exoskeleton gave Jake various weapons. From non-lethal armenments, phoserus gas, a fire supressing foam launcher, and taser rounds. It also also has more lethal weapons, with a 5.56 caliber light machine gun attached to the right arm, a shotgun attached to the left, and a retractable blade. He is able to fire grenade rounds instead of just the white gas, and a flame thrower instead of the foam but it was deemed "overkill" for his post-war policing duties. Jeff is able to equip these items, but needs to be approved of their use before hand.
The power armor is able to lift up to 2 tons (although if what ever he is standing on will support that weight is another matter entirely).
Powersource: The armored power suit around him provides him with all his offensive weapons and mechanical strength. It is powered by a stolen alien battery. An alien attack and the suits medical systems caused the suit to be a part of Jeff.
Strengths: The armor is very tough, strong, and has a lot a fire power.
Weaknesses: The suit has very strict programming limitations on it's use. After the war, it automatically converted to a planned police setting, only allowing him to engage in any kind of illegal activity with sufficient justification. No lethal force on those who are not deemed a threat to Jeff or anyone else. He cannot disobey the government, he must follow every law, down to even simple jaywalking. It will even shut off Jake's ability to talk if it decides he is saying negative things about the US. He has learned to find loopholes to get around the programming, but it isn't always enough.
Any damage the suit cannot be repaired in the field. All repairs are hard and time consuming. Like any computer, the suit can be hacked into (which forces a ten minute long reset period). It also provides no special resistance to magic.
The armor is heavy (1 ton) and not very agile. His punches hit hard, but slow, and hand to hand fighting is predictable and severly limited. While he can run for far longer, even an average human can out run Jake. While the suit is water proof and has an hour's worth of oxygen, Jake cannot swim. The only way to shore is a long trek. Jake fears doing anything far out at sea, fearing he will fall into the water, waiting for an hour to die. Magnetic weapons It also has very little control on how strong Jake grips things in his hands. Having only three fingers to work with is a huge problem in it of it self.
The suit can only work for 16 hours before needing a 6 hour recharge.
Training: Standard military training.
Equipment, Gadgets and Ancient Relics : The Power Armor.
Biography: Jake Clarkson was born in Atlanta. He was just going to go to the military to pay for college, but the world war and the alien invasion put an end to those plans. He was selected for the Powered Armor program, a desperate attempt by the US government to make it so an average soldier could survive the weapons of the invaders, and to end their dependence on the very limited amount of meta-humans. Using several stolen alien technology, including several medical devices, alloys, and power supplies.
Jake was using the suit in it's first human piloted test when the aliens attacked the hidden installation. The suit proved it's combat and armor effectiveness, until a luck rail gun shot was able to break though a weaker point in the armor, bouncing inside. Near death, the armor's medical systems went into action. To keep Jake alive, the computer molded his skin, organ, and skeleton to the inside of the suit. It also made some "improvements," such as moving the brain down into the more armored upper chest area.
Once Jake crawled out of the rubble and was discovered, the damage was irreversible. With all the equipment destroyed almost all the staff killed, all the materials needed to create another set of armor, the project was scrapped. Instead, the US government, over Jake's objections, was made into the Powered Knight. Painted in the red white and blue, proof the government could create a soldier who equaled any superhero, and was able to win the war.
Fight in the war he did. He was a lesser player in the coalition, although try as the government did he never became one of the most popular heroes.
After the war, it was decided for Jake to become a government controlled superhero. Jake was horrified that he was being made into a PR stunt, but he didn't have any choice in the matter.
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I have the feeling that this is a combination between Crysis 3 and Robocop, with a smidgen of captain america.
You need to rework the sheet. Appearance is cut off in the middle, for example. Could he have a more 'american' superhero name? It fits well with his bio. Could he work against his programming if pushed to the edge? Is he suicidal? Could he even kill himself?
Wasn't thinking about Crysis 3 when making this (I haven't played that game). I was thinking more of Fallout, taking design ideas from the Brotherhood and the shady actions of the government like the Enclave. The name was tricky, since I didn't want to rip off any iron man characters. I decided on "Knight of Liberty," for extra irony points.
Name (and other nicknames): Ms. Mood, although enemies refer to her as Ms. Bipolar. She prefers Claire.
Age: 28
Race: Caucasian
Appearance: Standing at 5'5", Claire is slender, with long arms and some noticeable muscles. While out of costume, Claire tries to remain as inconspicuous as possible. Her light-brown hair is tied in a pony-tail, and she is almost never seen in anything fancier than sweatpants, a blue t-shirt, a gray sweater, and white sneakers. She has heterochromia, so one of her eyes appears pale-blue, while the other is a deep red. She hides her eyes under a pair of sunglasses. She can never be seen without a slight smirk.
Her costume is a totally different story, however. Designed to reflect the color of a mood ring, Claire's suit is a mess of colors intermingling with each other. The material is reminiscent of a multi-colored fencer's protective clothing, though much sleeker and lighter. A pair of flat-soled boots go mid-way up her calves. While in costume, she wears a multi-colored face mask which goes from right above the eyes, to her nose. She allows her hair to hang freely.
BLACK - Afraid
YELLOW- Sad/Upset
RED - Angry
GREEN- Calm
BLUE- Happy
ORANGE - Stressed/Nervous
VIOLET - Romantic
Personality: Despite attempts to appear consistently happy, Claire is anything but. She suffers from frequent and serious mood swings that border on bipolar disorder. The mood swings are believed to be a side effect of her powers, and can range from small shifts in personality to total shifts in mood. Top this off with a moderate case of PTSD, and you have a recipe for trouble. Despite that, Claire attempts to remain friendly, if not a little shy. Unlike other metahumans, Claire does not attempt to stand out in her everyday life, trying as hard as she possibly can to keep her two lives separate from each other. However, when she dons her suit and becomes Ms. Mood, she is far less introverted. The increased use of her powers allow her to better control her emotions, and she is far more outgoing as a result. She believes in defending people, no matter who they are, and is willing to go to great lengths to accomplish her goals.
Alignment: Chaotic Good. She wants to defend people, no matter what the cost. She will do anything to protect innocent people, including killing.
Powers: Claire has the ability to manifest her emotions into any item of her choosing (think Green Lantern, but with all emotions and without a catalyst). These items can be drawn from any emotion and subsequently take on a color to match her current mood (see the color list above for specifics). These powers can do anything from providing flight, to being used as a weapon itself, and increase with the intensity of Claire's current emotion, which in times of particular intense emotion, manifests itself by creating a sort of aurora in her surrounding area.
Power Source: Her own emotions
Strengths: While her powers provide her with a jack-of-all-trades fighting style, Claire normally manifests her powers into forming a fencing saber, which is stronger and faster than most real life blades. At her strongest, Claire is more than capable of taking down opponents much larger than her.
Weaknesses: While creating more than two objects, or something larger than an airliner, Abigail leaves herself physically weak and unable to properly defend herself. Also, her reliance on her emotions and her mental instability leave her susceptible to attacks on her own emotions.
Training: Claire has many years of fencing experience, and was actually being considered for the US Olympic Team before the invasion.
Equipment, Gadgets and Ancient Relics : Claire has nothing of not save a backpack that she uses as a purse and suitcase. It contains everyday necessities like her wallet, a laptop and charger, and her costume, which is tucked away in a hidden compartment.
Biography: Born in Philadelphia to a working-class family, Clarissa should have been an ordinary girl. The operative word is should. Claire was born with a disorder that caused sudden and violent mood swings. At age 5, she began to develop the ability to create objects just by willing them into being. At first, her abilities were limited to items about the size of her hand. However, they soon began to intensify. Not only did Claire begin producing larger and larger objects, but her abilities also caused the area around her to glow with a different color depending on her moods.
As both of her parents worked, they were unable to home-school Claire, and she had to attend regular classes. This made life very awkward for Claire. While the mood swings alone would be bad enough, she also needed to deal with her individual powers. She found herself on the receiving edge of many harsh taunts and jeers, until one terrible incident in which she severely injured one of her attackers. From that point on, the other kids avoided Claire, too afraid to approach her. Instead of other children, Claire found her company in books and comics. She was particularly fascinated with magic and superheroes, which she felt a sort of connection to. Left to her own thoughts, Claire began to weave multitudes of worlds together, occasionally going so far as to make her dreams realities. Though she began doing that less and less as she found how draining it was.
Things improved slightly when Claire entered middle school. By this point, not just had she developed a better grasp on her powers, but a doctor had suggested she take up a sport as a way to channel her emotions. With her parents support (and a lot of money), Claire joined a local fencing program, where she excelled. She would cruise through most of her middle and high school careers on fencing, becoming so good that she was actually scouted for the US Olympic Team. Though any Olympic dreams were crushed by the onset of the invasion.
When the aliens first arrived, and the metahuman league was formed, Claire-still basically a child-attempted to stay under the radar, intent on leading a normal life. That was, until the war came to her doorstep. When the first ships began to appear over Philadelphia, Claire found herself forced to defend her home. Still harboring dreams for a regular life, she grabbed her old fencing guard and Halloween mask, and took to the streets as Ms. Mood. Over time, her costume would get more distinct as she began to dye it with the colors that she managed to produce while fighting, until it looked like a rainbow had exploded on it. Eventually, she managed to attracted the attention of the League, who recruited her to fight with them. She would spend the rest of the war fighting on the front. Although an injury prevented her from participating in the final attack on the mother-ship, she still participated in some of the toughest battles of the conflict.
When the conflict ended, Claire attempted to return to her normal life, or what was left of it. The invasion had changed much of the life she had known, including demolishing parts of her old neighborhood. However, try as she might, Claire could not go back to her old life. Her memories of the war would not let her be, and her short stint as Ms. Mood left Claire with the urge to go back out. It started simply, just dealing with crime or helping to rebuild post-invasion Philly, but it soon began to grow from there, spreading to neighboring cities.
Claire had no desire to make her life public however. As Clarissa, she was a normal student. She graduated high school with little fanfare, than went on to pursue her English major at a local college. However, as Ms. Mood, she was a symbol of justice, best known for cleaning up crime in her area of operation. While not a particularly prevalent metahuman, Ms. Mood still gained considered renown, and, with the help of her fame, became a strong advocate for better mental health care in the US. Using money she received from interviews and public appearances (as Ms. Mood), Claire was able to pay her entire college tuition off.
After graduating college, Claire, with the aid of "trust-fund money"-went off to travel the world as a way of, "gaining inspiration" for a planned book. However, around the same time as Claire left Philadelphia, so did Ms. Mood. She now pops up in multiple locations around the globe, fighting threats of all shapes and sizes, and her global popularity has never been higher. While her true identity is subject to fierce speculation, no one expects that Ms. Mood is really the mild-mannered aspiring author. Clarissa Rosaline, and that's exactly as Claire wants it. She is currently located in Paris, France, and is working on the transcript for her first book.
Notes: Claire is left-handed. On her right leg is a scar that she received during the invasion. She also doesn't own a permanent residence, as she travels around a lot.
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A pretty young woman travelling the world to gain inspiration for a book, but by night she dons he costume and fights crime? Neat!
The Bio have some problems - if she showed such awesome super abilities, how did it not go public (when she was growing up) and other metahumans didn't find interest in her? Nothing from the government, secret organizations or private metahumans... how did she stay so safe from harm if she could do MAGIC and conjure items from thin air?
Should I expect her to fight like a green lantern would?
Kind of overlooked that second part, didn't I. Basically, the incident described in her bio was the only time something like that happened (she had a few incidents involving her auroras, but those are harmless), and something like that is already hard enough to explain. She also got lucky, and people found the few accounts of what happened a bit hard to swallow. She got some minor government attention, but her parents managed to keep her powers under wraps from that point on, and the case eventually ended up collecting dust. Plus, news of a kid getting beaten up in Philadelphia tends to blend in with all the other crap going on there (I'm speaking from personal experience here, I live like an hour away and get news from Philly all the time).
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Work all of that explanation into your back-story and rewrite your character sheet.
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A small request to applicants - write up the possible connections you might have with other metahumans, and your affiliation to big powers (like the US, China, EU and Russia, if you have any connection at all).
I will have the game thread ready tomorrow. Till then, you're encouraged to invite friends and colleagues to participate and enhance the game universe. Good luck.
Name (and other nicknames): Ms. Mood, although enemies refer to her as Ms. Bipolar. She prefers Claire.
Age: 28
Race: Caucasian
Appearance: Standing at 5'5", Claire is slender, with long arms and some noticeable muscles. While out of costume, Claire tries to remain as inconspicuous as possible. Her light-brown hair is tied in a pony-tail, and she is almost never seen in anything fancier than sweatpants, a blue t-shirt, a gray sweater, and white sneakers. She has heterochromia, so one of her eyes appears pale-blue, while the other is a deep red. She hides her eyes under a pair of sunglasses. She can never be seen without a slight smirk.
Her costume is a totally different story, however. Designed to reflect the color of a mood ring, Claire's suit is a mess of colors intermingling with each other. The material is reminiscent of a multi-colored fencer's protective clothing, though much sleeker and lighter. A pair of flat-soled boots go mid-way up her calves. While in costume, she wears a multi-colored face mask which goes from right above the eyes, to her nose. She allows her hair to hang freely.
BLACK - Afraid
YELLOW- Sad/Upset
RED - Angry
GREEN- Calm
BLUE- Happy
ORANGE - Stressed/Nervous
VIOLET - Romantic
Personality: Despite attempts to appear consistently happy, Claire is anything but. She suffers from frequent and serious mood swings that border on bipolar disorder. The mood swings are believed to be a side effect of her powers, and can range from small shifts in personality to total shifts in mood. Top this off with a moderate case of PTSD, and you have a recipe for trouble. Despite that, Claire attempts to remain friendly, if not a little shy. Unlike other metahumans, Claire does not attempt to stand out in her everyday life, trying as hard as she possibly can to keep her two lives separate from each other. However, when she dons her suit and becomes Ms. Mood, she is far less introverted. The increased use of her powers allow her to better control her emotions, and she is far more outgoing as a result. She believes in defending people, no matter who they are, and is willing to go to great lengths to accomplish her goals.
Alignment: Chaotic Good. She wants to defend people, no matter what the cost. She will do anything to protect innocent people, including killing.
Powers: Claire has the ability to manifest her emotions into any item of her choosing (think Green Lantern, but with all emotions and without a catalyst). These items can be drawn from any emotion and subsequently take on a color to match her current mood (see the color list above for specifics). These powers can do anything from providing flight, to being used as a weapon itself, and increase with the intensity of Claire's current emotion, which in times of particular intense emotion, manifests itself by creating a sort of aurora in her surrounding area.
Power Source: Her own emotions
Strengths: While her powers provide her with a jack-of-all-trades fighting style, Claire normally manifests her powers into forming a fencing saber, which is stronger and faster than most real life blades. At her strongest, Claire is more than capable of taking down opponents much larger than her.
Weaknesses: While creating more than two objects, or something larger than an airliner, Abigail leaves herself physically weak and unable to properly defend herself. Also, her reliance on her emotions and her mental instability leave her susceptible to attacks on her own emotions.
Training: Claire has many years of fencing experience, and was actually being considered for the US Olympic Team before the invasion.
Equipment, Gadgets and Ancient Relics : Claire has nothing of not save a backpack that she uses as a purse and suitcase. It contains everyday necessities like her wallet, a laptop and charger, and her costume, which is tucked away in a hidden compartment.
Biography: Born in Philadelphia to a working-class family, Clarissa should have been an ordinary girl. The operative word is should. Claire was born with a disorder that caused sudden and violent mood swings. At age 5, she began to develop the ability to create objects just by willing them into being. At first, her abilities were limited to items about the size of her hand. However, they soon began to intensify. Not only did Claire begin producing larger and larger objects, but her abilities also caused the area around her to glow with a different color depending on her moods.
As both of her parents worked, they were unable to home-school Claire, and she had to attend regular classes. This made life very awkward for Claire. While the mood swings alone would be bad enough, she also needed to deal with her individual powers. She found herself on the receiving edge of many harsh taunts and jeers, until one terrible incident in which she severely injured one of her bullies. After that, her parents took extra measures to keep her powers under wraps (she was not allowed to use her powers outside of the house from that point on), and-while the case received some minor government attention-many people found the details of the story too unusual to believe. The incident eventually ended up being ignored and meshed together with all the other news come from Philadelphia. However, from that point on, the other kids avoided Claire, too afraid to approach her. Instead of other children, Claire found her company in books and comics. She was particularly fascinated with magic and superheroes, which she felt a sort of connection to. Left to her own thoughts, Claire began to weave multitudes of worlds together, occasionally going so far as to make her dreams realities. Though she began doing that less and less as she found how draining it was.
Things improved slightly when Claire entered middle school. By this point, not just had she developed a better grasp on her powers, but a doctor had suggested she take up a sport as a way to channel her emotions. With her parents support (and a lot of money), Claire joined a local fencing program, where she excelled. She would cruise through most of her middle and high school careers on fencing, becoming so good that she was actually scouted for the US Olympic Team. Though any Olympic dreams were crushed by the onset of the invasion.
When the aliens first arrived, and the metahuman league was formed, Claire-still basically a child-attempted to stay under the radar, intent on leading a normal life. That was, until the war came to her doorstep. When the first ships began to appear over Philadelphia, Claire found herself forced to defend her home. Still harboring dreams for a regular life, she grabbed her old fencing guard and Halloween mask, and took to the streets as Ms. Mood. Over time, her costume would get more distinct as she began to dye it with the colors that she managed to produce while fighting, until it looked like a rainbow had exploded on it. Eventually, she managed to attracted the attention of the League, who recruited her to fight with them. She would spend the rest of the war fighting on the front. Although an injury prevented her from participating in the final attack on the mother-ship, she still participated in some of the toughest battles of the conflict.
When the conflict ended, Claire attempted to return to her normal life, or what was left of it. The invasion had changed much of the life she had known, including demolishing parts of her old neighborhood. However, try as she might, Claire could not go back to her old life. Her memories of the war would not let her be, and her short stint as Ms. Mood left Claire with the urge to go back out. It started simply, just dealing with crime or helping to rebuild post-invasion Philly, but it soon began to grow from there, spreading to neighboring cities.
Claire had no desire to make her life public however. As Clarissa, she was a normal student. She graduated high school with little fanfare, than went on to pursue her English major at a local college. However, as Ms. Mood, she was a symbol of justice, best known for cleaning up crime in her area of operation. While not a particularly prevalent metahuman, Ms. Mood still gained considered renown, and, with the help of her fame, became a strong advocate for better mental health care in the US. Using money she received from interviews and public appearances (as Ms. Mood), Claire was able to pay her entire college tuition off.
After graduating college, Claire, with the aid of "trust-fund money"-went off to travel the world as a way of, "gaining inspiration" for a planned book. However, around the same time as Claire left Philadelphia, so did Ms. Mood. She now pops up in multiple locations around the globe, fighting threats of all shapes and sizes, and her global popularity has never been higher. While her true identity is subject to fierce speculation, no one expects that Ms. Mood is really the mild-mannered aspiring author. Clarissa Rosaline, and that's exactly as Claire wants it. She is currently located in Paris, France, and is working on the transcript for her first book.
Notes: Claire is left-handed. On her right leg is a scar that she received during the invasion. She also doesn't own a permanent residence, as she travels around a lot. Other than being a US citizen, Claire has no affiliation to any of the major world powers, and neither does Ms. Mood (though many consider her an American superhero, due to where she originated).
I made a small addition to the bio, and put her affiliation in the notes section.
Game thread is up. I'll open it soon enough. I hope we will have fun, stick together and get even more people involved. Any questions, ask them here or send me a PM.
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Done and Done. Welcome to the game, play nice and have fun.
Here is the game thread page:
http://www.escapistmagazine.com/forums/read/540.842375-Life-of-Glamour-A-Celebrity-Superhumans-RP-Game-Thread
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Of the three short stories - the first is about the chairman's super-weapon, how he's using Genghis to hire heroes and villains to guard it against enemy agents (from the US, China, Russia, the EU, the shades, whatever, etc.). The second is about the abduction of vagabond and the cannibal, as they are being studied and subjected to extreme forms of torture. The information about their whereabouts is released to the world, and now they await rescue. There are other things lurking in the underground military base as well. The third is about the shades, a secret group whose goal is to exterminate meta-humans and the approaching war in the middle east in the aftermath of the 'bombing' of Jerusalem.
My suggestion? Give Genghis a call.
You don't need me to hold your hand. I trust you'll be able to write an interesting story for your character.
Greetings my good man. I'm posting here to let you know I'm interested in joining this RP and I will have a character sheet up today or tomorrow. I'll be adapting a character I made for an inFamous RP that didn't get accepted, however I'll probably be re-writing her quite a bit to fit in better here (she needs a bit of a power boost I think).
After some time trying to adapt my character, I've found that I can't do it satisfactorily enough for my liking. Therefore I withdraw my request to join this RP, sorry for wasting your time.
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