Ice1
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Capes
Rated M | GM'd by Ice & gimmepie | Character Information | IC
Rated M | GM'd by Ice & gimmepie | Character Information | IC
Introduction
It's been over thirty years since the first parahumans, colloquially known as capes, appeared and since then the world has changed greatly. With superpowered people thrown into the mix, both crime and law enforcement reached new extremes. This is the world you will step into.
This isn't your typical superhero roleplay however. Capes, being based on John McCrae/wildbow's Worm, is a darker, grittier take on the genre injecting a dose of realism. There's no quirky villains with zany plans or ridiculously pure, loony heroes here. Villains take part in more traditional criminal activity; they're dealers, thieves and killers and heroes are either law enforcement or vigilantes skirting the edges of what is legally acceptable.
This is a sandbox RP. You're free to explore the setting, interact and create characters at your leisure for the most part and can create your own stories during the RP. However, there may occasionally be times where one of us introduce plot elements that may affect the RP at large.
Capes
Parahumans can possess a wide range of different powers, although most will have a power or power set with a specific sort of focus. In addition to that, most powers are bound by a strange effect that causes them to affect only organic material or only inorganic material. Few possess a power than works on both. Parahuman abilities can be classed into several categories with all abilities fitting into one or more of the following classes.
All capes develop their powers in what is known as a trigger event. A trigger event is a time of extreme suffering or distress. Powers will often have a connection to the event that causes them to manifest with those who suffer physically usually developing physical powers and those that suffer mentally usually developing mental powers. A power's main priority when appearing is adapting in a way to sustain it's host. A power can be detrimental, but will never be fatal to the person who wields it. Capes can have second trigger events, but these are extremely rare. More about these will be in the optional reading post, for if you wanna dive into that sinkhole.
Fallcliff
This RP is set in the city of Fallcliff, a large and extremely multicultural city with one of the highest cape populations in the country. Fallcliff gets its name due to the large cliff that divides the city in two with the majority of the city sitting on the lower half whilst the upper section is primarily home to wealthy families, parks and large properties. Those who live on the lower half are generally much poorer and live in either apartments or small homes.
Fallcliff has a continental climate with hot, dry summers and wet, rainy/snowy winters. From most parts of Fallcliff, mountains including dormant volcanoes can be seen in the distance a large volcanic event responsible for the city's interesting geography. Due to the volcanic nature of the area, there are many farms around the outskirts of the city whilst the interior is primarily industrial in nature. Amongst the farmland the sturdy structure of the Fallcliff Detention Centre can be seen.
Heroes
Heroes in the Wormverse are typically members of the Protectorate or the Wards. The Protectorate is a government parahuman organisation tasked primarily with dealing with parahuman crime although they will respond to mundane criminal activity also. The Wards are their junior division for heroes under the age of eighteen and have similar responsibilities, although they are heavily supervised. Both groups are overseen by the Parahuman Response Team (PRT), a non-cape police organisation tasked with responding to parahuman threats and their fallout.
Most cities have a Protectorate and Wards and/or PRT division with a Protectorate Leader, Wards Leader and PRT Director. However, the Protectorate as an organisation is lead by a group of three heroes known as the Triumvirate. The final step up in the chain of command for both the Protectorate and PRT is the Chief Director.
Not all heroes are a part of this organisation. Some are members of small privately funded teams whilst others prefer to act as lone vigilantes. These individuals are not very common however.
Villains
In the Wormverse, villain just means "criminal who happens to be a cape" and as such there tends to be a lot less organisation amongst them. Villains will typically work solo or in smaller teams although many larger gangs or criminal organisations also have a core group of capes that call the shots. In this RP there are three large criminal organisations to consider;
Villains in Fallcliff are typically locked up in the large Fallcliff detention centre which has thorough precautions against parahuman prisoners and jailbreakers and is staffed by PRT members. The worst offenders however are locked away in the far-off and mysterious Birdcage never to be seen again.
Rogues
Rogues are the the third alignment capes fall under. They are neither heroes nor villains, but use their powers commercially in order to provide a service or to otherwise further their career. Rogues are an extremely rare breed of parahuman and rarely manage to avoid getting mixed up with either the Protectorate or a criminal organisation for long.
Endbringers
The fourth and final group that have a large effect on the world are Endbringers. The Endbringers are not human beings and do not align with any human organisation. They are large, monstrous beings - forces of destruction that routinely lay waste to areas where lots of people congregate. There are three known Endbringers and once every three months, one will appear and lay siege to a city or similar somewhere in the world. The endbringers are as follows:
Sign-Up Sheet
Rules
Players
gimmepie as Sebastian Medina (Hostage) & Anita Blaine (Jailer)
Ice as Calvin Nanyemba (Animator)
Winter as Lyra Menura (Songbird)
(Drakath) as Kiro Irazuka (Drakath/The Speed Demon)
Foxrally as Jeanne Coutelas (Medic Extraordinaire)
Cutiefly!!! as Lilith Griffn (Cactus)
Esper as Agnes Holiday (Ditto)
Strange as Damian Edgeworth (Mephisto)
Oddball_ as Edan Edgeworth (Brimstone)
PastelPhoenix as Reza Shirazi (Freefall) and Maryum Shirazi (Bombshell)
Dusty as Shaylee Thompson (Shade)
AlphaLuxray as Derek Gutierrez (Splinter) and Alex Jones (Chrono)
Songbird as James Jamie J.J. Jameson (Jinx)
engineer as Karl Janssen (The Mechanic)
Fen-Kun as Safiya Nejem (Florissant) and Harvey Farrel (Vizier)
Sephear as Tiergan Cassidy (Godhand)
It's been over thirty years since the first parahumans, colloquially known as capes, appeared and since then the world has changed greatly. With superpowered people thrown into the mix, both crime and law enforcement reached new extremes. This is the world you will step into.
This isn't your typical superhero roleplay however. Capes, being based on John McCrae/wildbow's Worm, is a darker, grittier take on the genre injecting a dose of realism. There's no quirky villains with zany plans or ridiculously pure, loony heroes here. Villains take part in more traditional criminal activity; they're dealers, thieves and killers and heroes are either law enforcement or vigilantes skirting the edges of what is legally acceptable.
This is a sandbox RP. You're free to explore the setting, interact and create characters at your leisure for the most part and can create your own stories during the RP. However, there may occasionally be times where one of us introduce plot elements that may affect the RP at large.
Capes
Parahumans can possess a wide range of different powers, although most will have a power or power set with a specific sort of focus. In addition to that, most powers are bound by a strange effect that causes them to affect only organic material or only inorganic material. Few possess a power than works on both. Parahuman abilities can be classed into several categories with all abilities fitting into one or more of the following classes.
- Mover - A mover is a cape with a power enhancing their mobility. Think Speedsters or Teleporters.
- Shaker - Shakers are capes with powers that have an area of effect. Think manipulation of the terrain or barriers.
- Brute - Brutes are capes with enhanced strength or durability. This one's pretty self-explanatory.
- Breaker - A breaker is a cape that can shift into another state. For example, the ability to become water or smoke.
- Master - A master can control or create minions. Mind control or controlling bugs, for example.
- Tinker - Tinkers can create various devices and gadgets with futuristic technology.
- Blaster - Blasters are those with ranged, offensive abilities. Lasers or pyrokinesis, for example.
- Thinker - Thinkers have powers based on gathering information such precognitive powers or a superpowered intuition.
- Striker - Strikers have powers that are based on touched or have a melee range.
- Changer - Changers have powers altering their form or appearance such as shapeshifters.
- Trump -Trump capes can manipulate powers to some capacity.
- Stranger - Strangers have powers based on stealth or infiltration such as invisibility or perception filters.
All capes develop their powers in what is known as a trigger event. A trigger event is a time of extreme suffering or distress. Powers will often have a connection to the event that causes them to manifest with those who suffer physically usually developing physical powers and those that suffer mentally usually developing mental powers. A power's main priority when appearing is adapting in a way to sustain it's host. A power can be detrimental, but will never be fatal to the person who wields it. Capes can have second trigger events, but these are extremely rare. More about these will be in the optional reading post, for if you wanna dive into that sinkhole.
Fallcliff
This RP is set in the city of Fallcliff, a large and extremely multicultural city with one of the highest cape populations in the country. Fallcliff gets its name due to the large cliff that divides the city in two with the majority of the city sitting on the lower half whilst the upper section is primarily home to wealthy families, parks and large properties. Those who live on the lower half are generally much poorer and live in either apartments or small homes.
Fallcliff has a continental climate with hot, dry summers and wet, rainy/snowy winters. From most parts of Fallcliff, mountains including dormant volcanoes can be seen in the distance a large volcanic event responsible for the city's interesting geography. Due to the volcanic nature of the area, there are many farms around the outskirts of the city whilst the interior is primarily industrial in nature. Amongst the farmland the sturdy structure of the Fallcliff Detention Centre can be seen.
Spoiler: Map of Fallcliff
![[PokeCommunity.com] Capes [M] [OOC] [PokeCommunity.com] Capes [M] [OOC]](https://i.imgur.com/yvCrir4.png)
Heroes
Heroes in the Wormverse are typically members of the Protectorate or the Wards. The Protectorate is a government parahuman organisation tasked primarily with dealing with parahuman crime although they will respond to mundane criminal activity also. The Wards are their junior division for heroes under the age of eighteen and have similar responsibilities, although they are heavily supervised. Both groups are overseen by the Parahuman Response Team (PRT), a non-cape police organisation tasked with responding to parahuman threats and their fallout.
Most cities have a Protectorate and Wards and/or PRT division with a Protectorate Leader, Wards Leader and PRT Director. However, the Protectorate as an organisation is lead by a group of three heroes known as the Triumvirate. The final step up in the chain of command for both the Protectorate and PRT is the Chief Director.
Not all heroes are a part of this organisation. Some are members of small privately funded teams whilst others prefer to act as lone vigilantes. These individuals are not very common however.
Villains
In the Wormverse, villain just means "criminal who happens to be a cape" and as such there tends to be a lot less organisation amongst them. Villains will typically work solo or in smaller teams although many larger gangs or criminal organisations also have a core group of capes that call the shots. In this RP there are three large criminal organisations to consider;
- La Fenice - An organised crime group with connections to the mafia. They're active in all sorts of illicit activity such as the drug trade, extortion and murder. They hold territory from New Rome down through the Historical Heart.
- Fundation - Fundation are a street gang consisting primarily of the young and underprivileged. They belief Fallcliff only functions because of its crime economy and that crime is really the only way for most people to get by. They're active primarily around the University and Abandoned Industry districts.
- Darwin's Chosen - A small but extremely violent and dangerous group that believe in Cape superiority. They make it their mission to hurt, kill and/or enslave ordinary people. They don't hold territory and exist more through loose connections than anything.
Villains in Fallcliff are typically locked up in the large Fallcliff detention centre which has thorough precautions against parahuman prisoners and jailbreakers and is staffed by PRT members. The worst offenders however are locked away in the far-off and mysterious Birdcage never to be seen again.
Rogues
Rogues are the the third alignment capes fall under. They are neither heroes nor villains, but use their powers commercially in order to provide a service or to otherwise further their career. Rogues are an extremely rare breed of parahuman and rarely manage to avoid getting mixed up with either the Protectorate or a criminal organisation for long.
Endbringers
The fourth and final group that have a large effect on the world are Endbringers. The Endbringers are not human beings and do not align with any human organisation. They are large, monstrous beings - forces of destruction that routinely lay waste to areas where lots of people congregate. There are three known Endbringers and once every three months, one will appear and lay siege to a city or similar somewhere in the world. The endbringers are as follows:
- War - War is the largest, bulkiest of the Endbringers. He is capable of walking on all fours, or standing on his hind legs reaching about 45 feet tall. His thick red-brown skin is covered in numerous bony growths and his face is masked with a helmet of bone that ends in a mane of spiny protrusions. He produces several fleshy pods from beneath the bony armour that covers his exterior, launching them like missiles. Within each pod is one or two smaller creatures catered to the fight. Preferring to let his minions do most of the work, War mostly stays back releasing several volleys of the pods throughout a battle although each one takes time to make.
- Famine - Famine stands about 35 feet tall and is bipedal. He resembles a yellow-green straw man, seeming to be made of numerous, thick intertwining cords in a vaguely humanoid shape. He has no mouth but a single, glowing red eye can be seen from beneath the chords of his head. From within his arm three sharp, unmoving obsidian claws protrude. Within a range of about 150 feet, powers gradually get weaker around Famine with the effect becoming stronger the closer to the Endbringer you get. Famine has been known to strike out with the powers it has been sapping.
- Pestilence - Pestilence is the smallest of the Endbringers standing at only 15 or so feet tall and is far less bulky, she's also considered the scariest. She has a feminine, metallic body but no discernible features and moves extremely quietly and quickly. She can cause anything she touches to begin dissolving. Pestilence is considered the scariest of the Endbringers because during each battle she dissolves and absorbs some of the defending capes, using them to create plagues based on their powers that are then released during her next appearance.
Sign-Up Sheet
Name:
Cape Alias:
Age:
Sex:
Alignment (Hero/Villain/Rogue):
Appearance: Both in and out of costume.
Personality:
Power(s):
History and Trigger Event:
Cape Alias:
Age:
Sex:
Alignment (Hero/Villain/Rogue):
Appearance: Both in and out of costume.
Personality:
Power(s):
History and Trigger Event:
Rules
1. All standard PC and RPT rules apply.
2. GM word is law.
3. Everyone is human. No aliens, gods, spirits, mages or ferrets.
4. Telepathy isn't really a thing in the Wormverse and we're not allowing mind/body control.
5. Rather than everyone having like fifty NPCs that nobody else uses, you're encouraged to share NPCs around and to interact a fair bit.
6. If you're capable/comfortable, we're happy for you to play as more than one character.
7. Rather than aiming to just make characters with really strong powers. Try to be creative with parahuman abilities.
2. GM word is law.
3. Everyone is human. No aliens, gods, spirits, mages or ferrets.
4. Telepathy isn't really a thing in the Wormverse and we're not allowing mind/body control.
5. Rather than everyone having like fifty NPCs that nobody else uses, you're encouraged to share NPCs around and to interact a fair bit.
6. If you're capable/comfortable, we're happy for you to play as more than one character.
7. Rather than aiming to just make characters with really strong powers. Try to be creative with parahuman abilities.
Players
gimmepie as Sebastian Medina (Hostage) & Anita Blaine (Jailer)
Ice as Calvin Nanyemba (Animator)
Winter as Lyra Menura (Songbird)
(Drakath) as Kiro Irazuka (Drakath/The Speed Demon)
Foxrally as Jeanne Coutelas (Medic Extraordinaire)
Cutiefly!!! as Lilith Griffn (Cactus)
Esper as Agnes Holiday (Ditto)
Strange as Damian Edgeworth (Mephisto)
Oddball_ as Edan Edgeworth (Brimstone)
PastelPhoenix as Reza Shirazi (Freefall) and Maryum Shirazi (Bombshell)
Dusty as Shaylee Thompson (Shade)
AlphaLuxray as Derek Gutierrez (Splinter) and Alex Jones (Chrono)
Songbird as James Jamie J.J. Jameson (Jinx)
engineer as Karl Janssen (The Mechanic)
Fen-Kun as Safiya Nejem (Florissant) and Harvey Farrel (Vizier)
Sephear as Tiergan Cassidy (Godhand)
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