A Bloodstained Mantle

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You were the sidekick to a great hero, a shining beacon of hope and justice who single-handedly saved the city more times than you can count.

And now he's dead. Good luck.
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Character Sheet
Name: Chimera. Secret identity: nonexistent, (old name:It's not going to be quite this easy.)

Power Level: 11 (165 total points.)

Age: ????

Initiative +3 (linked to agility)

Powers:

Biological Self Control:
-Immunity 5 (Aging, Disease, Poison, Critical Hits (5 points)
-Regeneration 5 (5 points)

Self-Biokinesis: Variable 10 (grants 50 variable points) for manipulating and improving your own body's functions, Continuous. (Costs 80 points)

Here are some examples that you can use the Variable pool for…

-Wings: Winged flight, (1 point per rank)
-Reinforced Body: Impervious Protection, (2 points per rank)
-Ability Boosts: (2 points per rank) you're going to need to justify Presence if you want it.
-Claws: Damage, (1 point per rank) improved critical advantage optional
-Toughened Skin: Protection, (1 point per rank)
-Pressurized Blood-Beams: Ranged Damage, (2 points per rank) improved critical advantage optional
-Hardened Weak Points: applies Impervious to your current Toughness, (1 point per rank)
-Enhanced Appearance: gives you the attractive advantage, (1 point per rank, rank caps at 2)
-Enhanced Skills within reason: (1 point per 2 skill ranks)

Abilities

Strength 0 (0 points)
Stamina 8 (16 points)
Agility 3 (6 points)
Dexterity 2 (4 points)
Fighting 3 (6 points)
Intellect 4 (8 points)
Awareness 9 (18 points)
Presence 1 (2 points)

Defenses: these are your defensive stats, each of them is connected to an ability but like everything connected to an Abilities it can be raised as a separate thing, although in this case none are.

Dodge 3 (linked to agility)
Fortitude 8 (linked to Stamina)
Parry 3 (linked to fighting)
Toughness 8 (linked to Stamina)
Will 9 (linked to Awarenes)


Attacks

Unarmed Attack: +7 to hit, close ranged, damage 0.*

*all of that can be changed by using your Self-Biokinesis.



Skills: Every skill is connected to an attribute, however, you can raise a skill without touching an attribute, some skills are trained, meaning that they cannot be attempted without having at least 1 skill rank in the relevant skill.

Acrobatics: 0 (total bonus: 3, trained)
Athletics: 0 (total bonus: 0, untrained)
Close Combat: (unarmed fighting) 4 (total bonus: 7, untrained) cost of 2
Deception: 0 (total bonus: 1, untrained)
Expertise (Law): 1 (total bonus: 5, trained) cost of 1 half a point
Expertise (Local History): 1 (total bonus: 5, trained) cost of 1 half a point
Expertise: (Biology): 1 (total bonus: 5, trained) half a point
Expertise: -
Insight: 1 (total bonus: 10, untrained) half a point
Intimidation: 0 (total bonus: 1, untrained)
Investigation: 6 (total bonus: 10, trained) cost of 3
Perception: 1 (total bonus: 10, untrained) half a point
Persuasion: 0 (total bonus: 1, untrained)
Ranged Combat: 0 (total bonus: 2, untrained)
Sleight of Hand: 4 (total bonus: 6, trained) cost of 2
Stealth: 5 (total bonus: 8, untrained) cost of 2 and a half.
Technology: 1 (total bonus: 5, trained) cost of half a point
Treatment: 1 (total bonus: 5, trained) cost of half a point
Vehicle: 0 (total bonus: 2, trained)

Advantages:

Benefit: Wealth 2 (independently wealthy)



Complications: things which make your job harder but give you Hero Points in return.

Motivation—Doing Good: the fame and fans might be great and the thrill of action is amazing but at the end of the day you're doing this to do good and help people.

Power Loss: Electricity is bad for you, really bad, it actually stops your shapechanging for a moment, locking you into whatever powers you currently have and halting your regeneration, on that note fire also halts your regeneration, although it doesn't mess with your shapechanging (For every degree of failure on a toughness or other check for resisting damage you take from electricity or fire you suffer the conditions above for two rounds, you also cannot become immune to electricity)

Fame: You're very well known around these parts, the general shape of your powers and their limitations (although not so much their weaknesses just yet) are well known, as are several places that you frequently visit, also, your fans are not the brightest of people sometimes, and some of them are just straight up creepy.

Forgetfulness: You've had some memory problems for as far back as you can remember, forgetting dates, place names, people names, and more. It's why you keep a diary.

Thirst for Vengeance: You won't rest until Adamant is avenged.

The Work is Never Done: There is always another fire to put out and you are only one person.
 
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Dusk’s Bay
Sections of Dusk's Bay


The Residential District: the area where most the people in the city live, and the area with the highest concentration of Blue Coral buildings and other exotic materials like Living Wood. It also has the largest density of Kaiju Bunkers in the entire city.

The Coven have Minimal Soft Power here and Minimal Hard Power

Notable Locations:


The Docks: this port is the lifeblood of the city, as cargo both legal and illicit is shipped in and out constantly, also host to a great many fishing boats and quite a few seafood places.

The Five Elements have Significant Soft Influence here and Moderate Hard Influence.

Notable Locations

The Scrap Pile: the area where you woke up, apparently it's been around for year and is where a load of large metal objects gets cheaply dropped when they get wreaked.



Downtown: the center of commerce in this city, filled with shops, restaurants, bars, and offices, it also holds almost a third of all secret lairs in the city, and there's a new one discovered every few months.

Notable Locations:

Phil's Piping Hot Pizza: a very good pizza place that was almost destroyed when you first met Adamant.


Cup of Joe Cafe: your favorite coffee place, the owner also has an absolutely adorable little kitten.



The Coven has Significant Soft Power.

The Five Elements have Moderate Soft power and Minor Hard Power here.


The Islands: these islands are mostly owned by about a dozen rich families, nobody likes them much and the fact that Adamant also has such a place has been a lasting controversy, although mostly kept at bay by concerns about collateral damage.

Notable Locations:

Adamant's House: your extensively fortified house, connected to the shore with a bridge specifically built to be easy for you or him to break.

The Kaiju Cannon: An enormous energy gun made to kill the Kaiju which have lived in the pacific since the 1950s.


More locations will be added at need or as the inspiration strikes me, voters are also welcome to suggest locations.
 
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Dusk’s Bay Faction Blurbs
Disclaimer: this is IC information, as such it might not be 100% correct.


The Five Elements: current led by Wind, the Five Elements are by far the oldest and most traditional criminal gang in Dusk's Bay, with hands in robberies, the drug trade, smuggling, and basically everything else.

Despite the organization's long, almost twenty year history they have a pretty bad attrition rate of super-humans, with members either getting killed in skirmishes, arrested by Adamant, or leaving the city either due to Adamant's presence or some dispute with the organization as a whole.

Current Superhuman Members

Wind: The current leader, although she came to power only a year or two before you showed up and rumors swirl that her rule is unstable, that Earth and Water are both after her crown.

Power: she can manipulate air within her line of sight when she exhales, inducing gentle nudges and vicious flurries of wind blades with equal ease, she is very good at whistling and that noise is the last thing far too many people have ever heard. (PL 11)

Fire: The oldest super in the Five Elements and a longtime member of the gang even before he got his powers, although he's only been a super for five or so years.

Power: He starts any fight with incredible pyromantic abilities, unleashing enormous fireballs and shooting around the battlefield like a human rocket, however, as he uses these abilities his fire fades as his body grows into an enormous, regenerating, crocodile monster. (PL 10)

Earth: a self styled boogyman, he delights in dragging people waist deep into the ground and simply… leaving them there.

He can swim through any solid surface like it's water, sense vibrations in the ground around him, and he's also superhumanly strong and tough. (PL 9)

Water: Wind's sister, and has been made second in command through nepotism.

Power: she is a moisture vampire, she's strong, tough, fast, can even regenerate, but only if she's got enough water, heat is a real problem for her. (PL 11, at full power anyway.)

Metal: no real details are known, he's very new and only been seen in public twice, frankly it's really surprising they got a replacement for Lightning so fast.

Powers: it involves metal armor? He's really new. (PL 10? Probably?)

Their influence is mostly limited to the Docks and parts of Downtown.


The Coven: Led by Carver and Viscous, this group professes to be a family, 'by choice if not by blood' and specializes in burglary and the theft of incredibly expensive items, in other cities mostly, although they have occasionally struck a particularly vulnerable island manor.

Carver: an old man who seems to the be a voice of caution for the organization, he avoids taking the field at almost all costs due to his advanced age.

Power: makes "magic items" out of wood and stone carved items, from flying brooms to animated toys to spears which explode when they strike their target. (PL 8 or 9, if properly equipped.)

Viscous: a rather scary woman who leads the coven on their robberies, although Curseling has also begun to take up that job on occasion.

Power: she can turn into a humanoid figure made of purple ooze, which can either be harmless, a powerful sedative, or a lethal acid. (PL 11)

Curseling: the most ambitious member, she wants more ambitious heists with more money, well, that and to figure out some way to avoid the drawbacks of her powers, despite those drawbacks she she once fought Adamant, and while she spent the following night in a jail cell, that was one of the most difficult 1v1 fights he'd had in years.

Power: an incredibly versatile ability to cast "magic spells" straight out of a fantasy story, with the very notable drawback that she gets less and less intelligent as she uses her powers, which means that if a fight lasts too long she'll be stuck as little more than a trained dog for several hours. (PL 12 Terms and conditions maybe apply)

Glow: a teenage boy with an unshakable carefree and cheerful demeanor, causes the most property damage out of all The Coven.

Power: he can fly, take a gunshot or two, see through walls, and shoot beams of bladed light from his eyes, that or huge hammer blows of light which can fill a room. (PL 10)

Runic: another teenager, she seems to think that her powers live in her bones and that they want to eat her, she takes her name from the good luck charm she wears around her neck rather than anything related to her powers.

Powers: she hits like a mountain and her bones, which are the only thing she needs, are close to invulnerable. (PL 10)

The Coven doesn't really have influence over the city per say, at most they've got a network of informants.

The Massacre Men: a pair of supers and their lackeys bearing the old name of one of Adamant's greatest foes, somewhat undercut by the fact that they're only here because they were sent packing from their old city by some other gang called the Horsemen.

Cosplay: a man who gains powers from the costumes he wears and cannot decide on one which he prefers, he seems to change them with every job, usually alongside a new fake accent as bad as the one before it.

Powers: he gains powers based on whatever kind of costume he's wearing, a cowboy might be an absolutely incredible shot and quick draw, while a Knight will move slow and steady and hit like a truck. The accents are not compelled by the power, despite his claims otherwise. (PL 10)

Roadtrip: wanted primarily because she keeps stealing traffic signs… also a decent bit of assault and robbery.

Power: Roadtrip can steal traffic signs (speed limit signs, no passing, ramp warnings, all kinds) and store them. When needed, roadtrip may produce the stolen sign and imprint its rule on reality. The strength of the effect is based on the radius it affects, the duration of its effect, and the number of unwilling targets. Roadtrip could use a 60 MPH speed limit sign to increase their own speed for a long time but using 5 MPH speed limit sign on a large numbers of enemies could only be effective for a brief duration. The power of the effects is mostly preparation and creativity limited. Each use expends the sign and returns it to the place it was taken from. (PL 10)

The Massacre Men have comfortably moved into the worst parts of Downtown Dusk's Bay, mostly selling stuff they really shouldn't and cracking open ATMs.

Doctor Destruction's Doombringers: Barely a faction, they only just qualify due to the Doctor's homicidal robot minions. (Doctor Destruction was imprisoned and later killed by Slip)

Doctor Destruction: while initially he attempted to sell the mayor a set of robotic cops he went into hiding when it was revealed that the robots were incredibly violent and that he knew about that fact.

Now he leads groups of his powerful but fragile and difficult to control robot henchmen to grab more and more parts for… something.

Power: the good doctor is inspired when it comes to robotics, allowing him to make some truly amazing robots. (The robots range from PL 6 to PL 10 depending what he's making, and almost all of them are minions, meaning they go down if they take even a single level of damage among other things.)


Independents

Slip: a petty thief with serious money problems who tries to stay as nonviolent as humanly possible, thanks to his power he has avoided arrest or capture for almost two years, despite going after several incredibly well guarded items.

Power: Slip can turn intangible as if he was a ghost, more dangerously while in that form he can disrupt people's forms with a touch, you and Adamant are sure he has some kind of weakness, you're just not sure what. (PL 9 but should be treated as much more dangerous than that)

The Hunter: a ghost-like super for hire currently in the area.

Power: he can take on an incredibly horrific appearance which looks different to each person, while in this form he can scream with a noise like a hunting horn to fill people's hearts with supernatural fear and set hounds made of shadow on people. (PL 10)
 
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A Few Quick Questions
How long have there been people with Powers?

People have been getting superpowers since around 1920, although the number has increased dramatically, going from a few hundred back then to almost a million now, every 2 to 3 decades there's a dramatic spike until the population eventually stops rising and levels out into a new normal.

How do people get Powers?

People get powers when their backs are to the wall and everything has gone to-

Ok, honestly it's basically Triggers from Worm, at least from the perspective of someone ignorant of both setting's metaphysics, it's a good idea, sue me. (Please don't.)

Other important note, it's basically impossible to give someone powers, or, well, it is possible, but you'd probably have to crawl through hundreds of dead bodies to get someone with superpowers, and they might not be super happy that you threw them into meat-grinder.

Alternatively you could use a device based on the original Crucible Machine, but that's literally a war crime and causes horrific mental impairments.

Why do they get Powers?

Nobody knows for certain but there are a lot of theories, some people think that they're somehow biological, others think it's some sort of radiation that causes specific changes in humans, some think they're given directly by God.

At the end of the day nobody knows for certain and I sincerely doubt that the truth to that question will matter in this quest.


What kinds of Powers are there?

Powers can frankly do almost anything, from allowing someone to lift more than 800 tons to allowing someone else to control minds, the main restrictions on them is the fact that almost every super can at least beat roughly ten guys with guns, the strongest of them can bring cites to ruin when they fight, although those people are so rare that they number less than a hundred in the entire world.

Generally, most people only have a single power, although plenty of them have secondary powers tacked on or have their primary power supported by flight or superhuman strength and durability.

Beyond that there are Inspired Scientists and their technology.

Inspired Technology cannot be built or understood by someone who is Uninspired or even another Inspired Scientist if their specialties are sufficiently incompatible, although someone with a lot of training and talent can maintain it until someone breaks it pretty badly provided they've got appropriate parts.

Furthermore, an Inspired's attempts to explain how a given object works inevitably devolves into maddening technobabble, and reading their similarly incomprehensible notes will cause a similar reaction.

And then there are Pseudo-Inspired, who aren't quite Inspired, but what they do isn't different enough to be wholly separate, self proclaimed wizards who can make magic items and 'invent' spells and other similar abilities fit into this area.


Are there any aliens, wizards, gods, demons, other dimensions, etc?

There are no aliens, there is no such thing as magic aside for superpowers, the old gods and monsters do not walk the earth and if there are any new ones then they're keeping a low profile, there are however several other dimensions with their own unique biospheres, with more being discovered all the time. Nobody has found sapient life there yet though.

Who are you working for?

You're working for STAR, a multinational organization of superheroes who have been working for most of the NATO countries since it was founded, originally specialized in fighting Nazis, Soviets, and crazy people trying to blow up Kentucky, they've since branched into dealing with more and more stuff as powers have become more and more common.

Of course they're not the only group who does this kind of thing nowadays, there are a lot of smaller groups running around who vary wildly in competency and moral integrity.

Why doesn't the government do all that directly?

Would you argue with the Justice League if they said they weren't interested in working for you? Congress and the President didn't.

That's not to say that the government doesn't have Supers working for them, they just usually don't do things on US soil, usually.


What kind of regulations exist around superpowered people?

You don't need to register with the government unless you're going out in costume to punch crooks in the face with them, STAR is always hiring though.

What do people think of superheroes and villains?

Most heroes are respected, loved, and damn near revered, they're celebrities, and a few of the largest names… well some of them are just straight up revered, no ifs ands or buts.

Villains, well they're terrifying, modern day monsters, picture almost any spider-man or Batman villain and imagine knowing that they live in your city.


By the way, I will be instituting a system similar to the Hey Blackhand system in Norse Quest, here's how it works.

Post @alexthealright Hey (Insert Character Name here) then follow up with your question, that question will then be answered IC.
 
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Example Power Configurations
In a completely separate matter, I have ideas for our walking around power-set:

Default: Enhanced Stamina 4, Enhanced Dodge 3, Enhanced Parry 3, Protection 4, Impervious Toughness 6, Attractive 2, Strike 7 (Accurate 4), Enhanced Advantages 6 (Improved Initiative 3, Power Attack, Uncanny Dodge, Takedown), Senses 2 (Extended Hearing 1, Ultra-Hearing), Speed 2, Enhanced Skills 6 (Enhanced Perception +6),

How Biokinesis Does This: Reinforced physical frame, enhanced proprioception and reflexes, enhanced hearing, retractable bone blades in the arms, and of course enhanced physical attractiveness.

Resulting stat changes: Stamina 12, Dodge +6, Fortitude +12, Toughness +16 (Impervious 6), Parry +6, Attack at +15 for +7 Damage, Perception +16,

Why This: The basic idea here is to be maxed out for our power level in combat just in case (it takes our action to switch powers), focused on initiative and being able to wade through minions casually (Takedown, Improved Initiative, Impervious), while also having up basic enhanced senses and attractiveness (the latter which lets us transfer to social stuff easily if we need to without being visibly different). It doesn't enhance most actively used non-combat stuff because we can pause a moment and just readjust to that.

And ideas for some additional builds for specific situations:

Infiltration: Enhanced Agility 11, Enhanced Parry 11, Flight 1 (Winged), Enhanced Skills 2 (Acrobatics +1, Stealth +1. Total Acrobatics +15, Total Stealth +20), Concealment 10 (All Senses, Flaw - Resistible - Fortitude, Pheromone-Based), Improved Advantages 2 (Hide In Plain Sight, Uncanny Dodge), Senses 3 (Depending on what's being searched for, may instead be added to Perception, again depending),

Explanation: Vastly enhanced agility plus just enough slight to avoid touching the ground and the 'concealment pheromones' discussed previously. Probably also chameleon-skin. Useless offensively in combat, but can at least dodge while we swap things out.

Skirmisher: Enhanced Dodge 11, Enhanced Parry 11, Strike 7 (Accurate 4), Enhanced Advantages 10 (Improved Initiative 4, Defensive Attack, Power Attack, Move By Action, Uncanny Dodge, Takedown 2), Flight 7 (Winged), Elongation 1,

Explanation: Basically a speedster/flight build...I assume there's a cap to how fast we can go with winged flight, and this is 120 mph, which is around what I'd expect it to be. Involves extending tendrils with bone blades.

Ranged Specialist: Protection 8, Enhanced Dodge 3, Enhanced Parry 3, Enhanced Advantages 6 (Improved Initiative, All Out Attack, Power Attack, Accurate Attack, Defensive Attack, Move By Action), Ranged Damage 8 (Accurate 6, Precise), Flight 7 (Winged),

Explanation: This is the version for using launched bone spikes, launched stored steel weapons (whether spikes, ball bearings, or whatever), or torrents of blood as a water saw. A bit slower than the skirmisher in terms of initiative and more tanky than dodgy defensively (because that's cheaper).

Poison Cloud: Improved Stamina 3, Protection 5, Enhanced Dodge 3, Enhanced Parry 3, either Damage 11 (Area - Cloud, Alternate Save - Fortitude) or Affliction 11 (Fort Save, Area - Cloud, Cumulative, effects picked when this power is gained),

Explanation: Basic defenses plus a highly powerful AoE poison/drug secreted from our pores. Probably doesn't look like much of anything, but should be terrifying.

All those should work, the following ones I'm a little less sure of:

Tank: Enhanced Stamina 4, Protection 4, Enhanced Dodge 3, Enhanced Parry 3, Enhanced Advantages 4 (All Out Attack, Power Attack, Accurate Attack), Enhanced Skill 2 (Unarmed +2), and either Impervious Toughness 16 + Strike 11 (Accurate 1) or Enhanced Strength 13 + Improved Critical + Improvised Weapon 1, depending on whether the focus is offense or defense,

Explanation: Emphasizes toughness, and either being completely impervious to most harm or Very Strong. The uncertainty is in whether this strength level is actually available to us...we can do inhuman levels of strength, but this is, like, 200 tons and that may be outside our power's scope, honestly, but the 'strength' version can easily be rebuilt with a lower amount and some Strike or other changes.

Social: Enhanced Stamina 4, Protection 4, Enhanced Dodge 3, Enhanced Parry 3, Attractive 2, Senses 4 (Analytical Hearing & Smell), Enhanced Presence 6 (Flaw - Sense-Dependent - Smell), Enhanced Insight 11, Enhanced Persuasion 14, Enhanced Deception 14, Enhanced Perception 1,

Explanation: This one requires more explanation beyond purpose (which is straightforwardly just to be good at social stuff)...the basic idea is that the analytical hearing and analytical smell combine with other subtle mods to grant a 'lie detector' effect along with the ability to perfectly choose the social methods to apply (hence the Enhanced Persuasion and Deception)...the Enhanced Presence, meanwhile, is just pheromones (and within the normal human scale to avoid skeeviness...she smells good, but not superhumanly good). I think this all follows logically, but I'm not positive it's allowed.
 
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Why you’re on your own
Could we simply call another hero? That way we bring Mary in while they deal with Slip
Unfortunately there's a problem with that, well, more like two.

The first is that there are no other heroes in the city, not normally an insurmountable problem if not for problem two,

Remember that Yellowstone Fiasco that's been mentioned a couple of times? A lot of heroes left their cities to help deal with that, just like Chimera and Adamant did, and more importantly a lot of heroes got killed there, which means that a lot of places are in desperate need of help and STAR is stretched pretty thin.

And every villain group knows this, which means they're pushing more because responses are probably going to be pretty sluggish for a while unless they do something absolutely heinous, which means that everyone is even more stretched.

In other words, right now? You're on your own.
 
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Eruption Mechanics
Realized I hadn't made this on one of my other projects in this setting and now that I've made it I might as well throw it here as well.

Eruptions: what people know of them in the modern day.

An Eruption occurs in response to strain and danger, mental or physical. This could be anything from looking down and realizing that your sister's boyfriend just blew a hole in your stomach to the dread of realizing that you're stuck living on the streets for the foreseeable future just as winter rolls in and that you might very well be dead a month from now or worse, that your will will fail and you'll move back in with your crazy cult family.

In essence, an Eruption is defined by *need.* by your lowest point, by sheer desperation, the point where you'd sell your soul to get out of whatever's happened to you. At which point the Eruption comes in like a miracle, like the hand of the moral universe, to save you in a moment of directionless awe and reverence as ten thousand shades of lightning writhe beneath your skin.

Just as crucial as need is the *drive*, no man woman or child to date has ever simply gained their powers, gone "neat" and gone on to live a normal life. Strife, want, and ambition follow the Erupted like a cloak they can never surrender, always, always, always spurring them forward.

This system cannot be gamed, you cannot induce artificially an Eruption by any but two means, the first is to simply throw people into misery and tortuous death until someone finally gets lucky and gets the power to throw of those chains. The second method was pioneered by the supervillain known as Doctor Crucible in 1922, he was of course later executed for crimes against humanity and every known sample of technology destroyed but samples of it and derivatives inspired by his research do still survive to this day.

Regardless, a power's manifestation depends upon several things, the most important and easiest to understand of which is the Need, a power will always solve the problem which spawned it unless truly impressive force is exerted after the fact in order to compensate. To date no power has been discovered which was unable to match ten well but mundanely armed men which did not have truly earth shattering power outside of a direct conflict.

Other factors include various patterns in one's life, their worldview, and if the Erupted has been in close contact with another Super in the period before their own Eruption.

If anyone would like to speculate what might have made someone like Chimera I'd be interested in hearing your guesses.
 
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