Hero Units
HERO UNITS: 7/???
KING
TRAITS
PARK CREW
5/6 SLOTS FILLED
TRAITS
TRAITS
TRAITS
TRAITS
TRAITS
OTHER HERO UNITS IN THE AREA
TRAITS
TRAITS
TRAITS
KING
- Martial: 21 (Has fought against monsters, demons, psychotic game-show hosts, and dark gods; trained with the S.P.A.R.K. Initiative; physically fit now following establishing a training regimen)
- Diplomacy: 16 (Has a temper, but can hold his own in a conversation so long as he can maintain his cool)
- Stewardship: 24 (Has worked as park manager for decades; plenty of experience in that field)
- Intrigue: 12 (If it's related to work issues, he can sniff it out; otherwise, he's aloof on things)
- Learning: 12 (Graduated with a high school degree; never went to college, but picked up some handy skills over the years)
- Occult: 0 (Does not know jack about magic; knows it's real, though)
- SOCIAL: 11 (The people of The City know Benson's name... and they're starting to see you for the good man that you are with your actions in breaking up crime. Other neighboring Kingdoms are taking interest in you.)
- INCOME: 7 (Maellard was a wealthy business tycoon before he died, and he's passed on his inheritance to you; small potatoes compared to some other Kingdoms. Your private funds are getting low...)
- Wing Addiction (-20 to anything related to Wing Kingdom or chicken wings. You, ah... you miiiiiight have an unhealthy obsession with the unhealthy food.)
- YOU'RE FIRED! (+10 to Diplomacy stats and automatic to any Hero Unit working under you. You can channel your anger onto a directed target and see to it that they never hold a job again)
- Maellard's Vaults (+10 to anything related to finances/information)
- Anger (-40 to anything that is stress-related or causes you to have some sort of breakdown in the middle of combat. Rage Capstone: 18/40 -- Benson is annoyed but holding it together. Barely.)
- Martial: 20
- Diplomacy: 12
- Stewardship: 10
- Intrigue: 20
- Learning: 18
- Occult: 0
TRAITS
- Espionage (+5 to Nikolai's Intrigue when investigating hidden matters)
- Weapons-Master (+10 to Nikolai's Martial when handling firearms)
- Master of Disguise (-10 to enemy Intrigue rolls when Thomas is in disguise)
PARK CREW
5/6 SLOTS FILLED
- Martial: 18 (Has gone up against plenty of monsters and mad men enough times to be trained in self-defense and taijutsu; looks petite but is guaranteed to kick your ass if you cross her)
- Diplomacy: 18 (Has spent plenty of years mediating group conflicts; tries to act level-headed in most situations)
- Stewardship: 10 (Comes from a wealthy background, so she has some understanding of handling income and other attributes)
- Intrigue: 22 (Spent her childhood days up to adulthood solving mysteries with a close group of friends; now gone solo after... events)
- Learning: 12 (Graduated college with a Bachelor's in communications)
- Occult: 0 (Knows it's real, but has no clue how to conjure it)
TRAITS
- It's Mean, It's Green, It's the Mystery Machine! (+10 to Daphne's driving skills, which can be regulated to Martial if caught in a high-speed chase)
- Another Mystery on Our Hands! (+10 to Daphne's Intrigue skill when pursuing a mystery that spans beyond the borders.)
- Damsel in Distress... yeah, right (+5 to Daphne's Martial skills when facing off against kidnappers)
- Martial: 16 (Has been in plenty of street fights and training sessions with his aniki to pick up some moves)
- Diplomacy: 8 (Got a heart of gold, but a tongue that lacks any charm)
- Stewardship: 9 (The moment he gets any semblance of money, he's determined to spend it; however, he can keep a tight leash on them if someone oversees his money)
- Intrigue: 9 (Lacks any brains, goes with his gut half the time)
- Learning: 10 (Graduated high school... it's a miracle)
- Occult: 31 (Possesses one of the strongest Stands in the world, [THE HAND]; can hanle any type of magic users in the area thanks to this quirk)
TRAITS
- Enemy Stand! (-15 to any Stealth rolls, due to Stand users attracting others in the area)
- "I'm just dying to erase your goddamn existence, motherfucker!" (-15 in combat when facing off against an opponent he despises.)
- "Where Do You Want To Go?" (If Okuyasu is killed in combat, he will have a chance to reroll and return back to life, thanks to otherworldly interference.)
- The Fists of Justice (+20 to Martial or Occult skill when carrying the Fists into battle, whether donning it on his own hands or on The Hand.)
- Martial: 12 (Isn't the most skilled fighter, but can pack a mean punch that leaves opponents on the ground in pain for a short period of time.)
- Diplomacy: 27 (Specializes in making people 'smile'; is very real with situations and can tell you what's really up.)
- Stewardship: 12 (Goes with the flow, more of a guy that follows instructions without thinking too heavily into things... sometimes.)
- Intrigue: 18 (Possessing a cynical mind makes Charlie very wary of his surroundings, leaving him on the lookout for anything he finds weird.)
- Learning: 14 (Graduated from high school and went to college, earning a degree in social services.)
- Occult: 0 (Knows jackshit about it.)
TRAITS
- Pacemaker (-15 to anything combat-related due to Charlie's heart conditions.)
- You Look Like You're About to Tell Your Friend Not to Come to School Tomorrow (-5 to Diplomacy whenever he's stating something no one wants to hear.)
- This Guy's a Lost Cause (+10 to Persuasion when convincing others not to go through with something stupid and/or dangerous.)
- Martial: 37 (A powerhouse on her own, Nicole Watterson has undergone the most arduous of training for martial arts combat: parenthood. She is capable of taking over small cities on her own.)
- Diplomacy: 12 (As a parent, Nicole can switch between gentle mom phase to iron-clad dictator at the drop of the hat. Nine times out of ten, though, the iron-clad dictator shines through.)
- Stewardship: 14 (Nicole has spent decades working under a company that gave her little, if any, acknowledgement for her accomplishments in business, even when she's been managing an entire section of work on her own.)
- Intrigue: 7 (A mother knows when something is up. While not a world class detective, she'll be able to sniff out anything obviously suspicious.)
- Learning: 12 (Nicole graduated from high school and spent years gaining life skills to aid her in situations pertaining to a suburban lifestyle. How that'll transfer over to the Park is up to interpretation.)
- Occult: 0 (She knows there's something out there. Especially with what happened in... Elmore.)
TRAITS
- I AM A GOOD MOTHER! (+10 to Martial whenever something comes up that calls into question her ability to protect/raise her children.)
- Anger Issues (Her hectic childhood and adulthood has led to Nicole developing a short temper, prone to violent bursts of anger when stressed out. Rage Capstone: 10/40 -- Nicole is frustrated.)
- You Need To Run. N O W... (+20 to Intimidation when Rage Meter capstones.)
- Emotional Baggage (-40 in conversations whenever the subject of Elmore or her extended family is brought up. Susceptible to go down in time...)
- Martial: 12 (While he isn't prone to violence, Wilt's dealt with enough wild Imaginary Friends to know how to handle himself in a fight, even if his first priorities are getting others to safety first.)
- Diplomacy: 26 (Who would hate a guy that bends over backwards to make sure that you're taken care of? Wilt is a smooth talker, even if he doesn't know it, capable of charming others with his gentle nature.)
- Stewardship: 27 (You wouldn't think it, but this guy is an expert of keeping everything up to tabs, going as far as to get his own hand dirty to speed up the process. Hard to come across someone like that.)
- Intrigue: 6 (For all his perks, Wilt is terrible when it comes to keeping a secret. Unless it's something that seriously troubles him, you'll find that he's like an open book to people he meets.)
- Learning: 10 (Has picked up some street smarts over the years, but nothing too fancy.)
- Occult: 0 (Has not an inkling of magic inside of him, despite being created from a child's imagination.)
TRAITS
- Basketball Legend (+10 to anything athletics-related, such as sports.)
- 'I'm Sorry, But That's Not Okay!' (+10 to Diplomacy when calling out something that does not sit right with him.)
- Heart of Gold... Too Much of It (-15 to Wilt's endurance when pressured by someone to do a favor for them.)
OTHER HERO UNITS IN THE AREA
- Martial: ???
- Diplomacy: ???
- Stewardship: ???
- Intrigue: ???
- Learning: ???
- Occult: ???
TRAITS
- ???
- ???
- Martial: ???
- Diplomacy: ???
- Stewardship: ???
- Intrigue: ???
- Learning: ???
- Occult: ???
TRAITS
- ???
- ???
- Martial: ???
- Diplomacy: ???
- Stewardship: ???
- Intrigue: ???
- Learning: ???
- Occult: ???
TRAITS
- ???
- ???
Last edited: