Noir Vigilance
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FOG: Footsteps of Ghosts :: In Character :: Expert Role-Playing :: Expert Interest Checks :: Archived Expert Interest Check Topics
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Noir Vigilance
Kuakilla, sometimes mournfully referred to as simply “The Killer”, was a city in the midst of crime. From the triumvirate of families running The Mooks, to the anarchistic madmen with a hadron for science, The White Coats, Kuakilla is the facade of utopia that could only be found in 1930's America, with the shining lights, the glistening waters in the moonlight, and the bustle of the trainyards day in and out. Jobs come easy, business comes cheap, goods are loose and the woman divine. Gentlemen's clubs abound, with things of interest for all those with money to waste, from illicit substances, contraband from afar, and even the occult to tinker around with. The circus performers have set up shop for the constant in flow of tourists, and the carnival never closes, with geeks, freaks, and stunt artists all risking life and dignity for another day of food. Strange machines patrol the streets, aiding and abetting the arm of the law, impervious to almost all harm, aside the occasional explosion and fuel shortage. A great animal preservation has been built on the outskirts of the city, and filled with wild and presumably dangerous animals, that aren't fit for being in a zoo, and the more adventurous and wealthy can go to see the foreign and lethal, and, as rumors say, even hunt them for sport.
But these facades, these fakes, they fall into the shadows of night, when the streets are no longer safe, when most sane and civil tuck themselves away to slumber, the real truth of the city brings its head to bear. The corrupted police force wages a war on the crimes of those who can't afford to pay for protection, gear heads who have their hands in the factories cranking out their wears, machines, armors, weapons, things beyond what is thought possible, pulling jobs against human decency, and prosperity. The decent folk who are known for their tinkerings with science turn into the fiends they really are, tearing apart human flesh and splicing it with whatever they can get their hands on, churning out toxins and poisons, all in the name of discovery and SCIENCE! The preservation's staff gather again in the moonlight, and begin their true hunt, traveling the streets and alleys looking for their most dangerous game, other humans, paying special attentions to the other criminals, thinking them more fair game. Born of the sewers or turned there when society couldn't keep them, mutants born into families unprepared, turned violently against the same people who violently opposed them in their past. The Triumvirate of Families, sometimes simply called The Mooks, runs beer and alcohol, pulls protection, rigs races, and executes anyone who dares to stand in their way. The Croft, Thompson, and McKinley families each battle for power within, and for dominance without. The circus freaks, geeks, and stunt artists, ring masters and heathen hedonists break free from the shackles of the known, and plague the city, tearing into its people and money to fuel their lust for pleasure, and power. Even the good folks of the Parliament of Rook find themselves with a seedy darker side, breaking into and kidnapping people in the night, binding them to demons and dark gods, and putting them back into their place, where they arise and continue living as a shell of who they once were, willfully from what people can see, giving up what is theirs, a subtle way of stripping people of their elements.
Worse of all, no one is brave enough to expose all that occurs to the public, and most are blissfully unaware of the happenings within their city. Most. Some have taken up the mantle of crime fighters, different than the others who officially do justice, with intentions to end what has befallen their home. They are criminals themselves, vigilantes, but to a growing number of people they have been given another name. Heroes. And they fight for truth and justice, exposing criminals, lies, and thieves, bringing them to justice, their own justice, whatever that may be. To most, that is good enough.
But not to all. The greatest of the heroes, known only as Genesis, has recruited normal people to join him, as he works his deeds against the night, bringing people, everyone who he catches in the act, to not an immediate death... but holding until his followers can hear the case, and cast the sentence. It's almost naught but a formality, few, if any, have ever been found innocent.
And now he's missing.
You are not Genesis. You are not even under his employ, with Project Genesis. You are a simple vigilante, and somehow or another, Genesis's people have contacted you, with one request. Find him, and bring him to safety.
You don't know who has him.
You don't know if he's still alive.
You don't know if you even can find him.
You just know that all hopes are on you, and a select group of others.
May God have mercy, for your foes will not.
Listing of enemy groups :
Corrupt Police : Self explanatory, cops and the like who have stopped working for the public good, and just for their wallets, seen as a criminal mercenary group, ignoring crimes of the highest bidder, helping at times, and doing deeds against their enemies. None of the police have any powers, but they do have power armor and diesel powered robots in their employ.
Diesel Punks : A once roaming gang of train hoppers that made its home in the yards of The Killer, the Diesel Punks have a knack for taking down and apart machines and armors and re-purposing them for their own illicit activities, namely theft, rape, and murder. While not the only ones with machines, theirs are a bit more punch packing and volatile than the police force machines.
White Coats : Simple in mindset, brilliant in mind, the White Coats are not so much a gang, as they are a movement, a gathering of wild and genius individuals, sticking mainly to kidnapping and theft, as well as torture and genetic experimentations. They don't do things for money or power, they do them for SCIENCE, and think that that is excuse in and of itself for them to continue their 'work'.
Tribesmen : The outcasts of The Killer, mutants who have been abandoned and thrown away by their families into the sewers and waterworks of the city. They have formed many tribes of like powered individuals, and rule themselves with a tribal council amongst the peoples. Petty theft is the least of their crimes. Murder is their favorite. Normal people will die under their reign.
The Pack : Sometimes natural prey isn't good enough for a true hunter, and the biggest game isn't dangerous enough. When this time comes for a hunter, they seek refuge in The Pack, covering themselves in blood and bones of their slain, and begin hunting tougher game. Man becomes their prey, with a special taste for hunting those of other criminal elements, and vigilantes.
The Mooks : Divided into three relatively equal families, The Mooks are the crime lords of The Killer, with hands in most everything to be had, trafficking, slavery, rigging elections and races, kidnapping, theft, and murder, they do it all, and somehow manage to keep a legitimate business front all the while, making even the uncorrupted Police strain against them. Vigilantes, not so much.
The Carnies : Being part of a freak show in a still standing act isn't the happiest of lives, you may not be packed away in a cart moving town to town, but you're still heckled at constantly, without end. But your masters, your bosses, are kind. They give you pleasure, and in return only ask for you to do one more thing for them. Kill. Rape. Steal. Burn. Have your revenge on those earlier in the day. What fun.
The Parliament of Rook : By day, the Parliament is a simple gentleman's club, with many branches across the city, many get together locations, and a vast membership. By night, their true demonic form emerges, with unholy rituals, dark bindings, human sacrifice, and abductions, forceful indoctrination, and possession, bringing more into their cult. Into their army.
But first, let's get to know a little more about you.
This RP will work off trait system ( to ensure balance, of course ) You may pick 20 traits, and 2 flaws ( each flaw grants one more trait ) Any extra flaws taken have no effect on number of traits.
Connection Traits ( Can only have 2 )
Ear to the Street : Your connections to the people of Kuakilla have given you a general knowledge of the goings on in the city.
Gear Head : You have an informant within the Diesel Punks working for you, making you privy to their dealings.
Police Favorite : You have an informant within the Corrupt Police working for you, making you privy to their dealings.
Circus Tickets : You have an informant within the Carnies working for you, making you privy to their dealings.
For SCIENCE : You have an informant within the White Coats working for you, making you privy to their dealings.
Tribal : You have an informant within the Tribesmen working for you, making you privy to their dealings.
More than Mook : You have an informant within the Mooks working for you, making you privy to their dealings.
Predator : You have an informant within the Pack working for you, making you privy to their dealings.
Political Favor : Politicians, corrupt or otherwise, owe you a favor, and as such can release a large amount of information to you, about any group, but only once.
Broadcaster : The media is behind you, and relays any and all information that get that they can't share with others, with you.
Natural Traits
Mind over Matter : Sure, that bullet may have hurt like hell, and if you don't care for it, it will kill you, but your duty is more important than your life right now, so you'll pretend you can simply shrug it off.
Wits of Steel : It just seems impossible for someone to get into your well trained mind, or even just break you psychologically through torture or other means.
Inhuman Agility : While not the fastest runner in the world, you can sure keep yourself from getting hit by all your dodging and weaving about the place.
Speed Demon : Turns? Not your thing. Dodging? Heck no. Running like the wind and leaving your foes in your dust? That you can do, very handy when out gunned and no other way to leave.
Muscle Jock : You're not beyond the scope of the possible, you're just very strong, well trained, and have a punch that can knock people flat, and a grip like a, well, vice grip.
Well Connected : Your people skills have come in handy for you, truly, and with them you have become more than just connected with the city. You've become one with it, almost sharing its pulse. ( Doubles allowed points in Connection Traits )
Better Connected : You put a lot of effort and focus into making sure that you know the goings on of The Killer, and have become its pulse with the effort. ( Requires Well Connected, again doubles allowed points in Connection Traits )
Natural Fighter : Whether it be with your powers, your plain fists, or your weapon, you're simply better than others at fighting and brawling, melee style. It's an innate ability for you.
Marksman : Melee sounds dangerous, but being able to take someone out at a distance is right up your alley, and as such your ranged ability, gun, and throwing knives abilities are better than par.
Stealthy : Whether it's a small frame, or just good choice in clothing, you're better than most at not being seen.
Item Traits
Shield : From blocking bullets, to deflecting blows, to even charging headstrong into a group of thugs, a shield is a good and versatile thing to have on you.
Bullet Proof Vest : While not impervious to harm, your protection is better than those who just wear suits or a shirt, being able to resist simple weapons and the like.
Armor : While restraining your movement quite a bit, you are far greater protected while wearing armor than a bullet proof vest. You won't be dodging anything, but things that do hit you just don't do much.
Powered Armor : Combining the protection of normal armor, with the maneuverability of a bullet proof vest, powered armor almost seems too good to be true. Too bad it runs on fuel, and has a knack for running out at the worst possible moment. ( Costs 2 points )
Gas Mask : Whether it's simply to help disguise your identity, and the protection to chemicals is secondary, or your primary concern, you're prepared for them!
Motor Bike : Faster than making a run for it, you have a motor bike to travel the streets with, allowing for, while less protection while traveling, more maneuverability.
Car : A larger and bulkier vehicle than the motor bike, it's better protected and just as fast. Sadly it can't make all the moves that the bike can pull off.
Glider : While not able to lift up from where you started, being able to maintain height when going from place to place is a handy thing to keep you in a bird's eye view on your foes.
Grappling Hook : For zipping from place to place, or for swinging from building to building, a grappling hook is a wonderful tool for more intricate travel.
First Aid : Crime fighting is dangerous, and people will get hurt. Knowing how to, and having the means to take care of wounds and injuries on the fly is a handy thing, no doubt.
Communicator : Some form of radio device allows you to stay in touch with others who also have this on their person, or possible just with home base for any updates on the sitrep.
Weapon Traits
Hand Gun : A simple hand gun, revolver, or otherwise, for good short to medium range ranged combat.
Rifle : Scoped or non, a rifle is better at ranges than the hand gun, and better at just picking enemies off.
Shotgun : Up close and personal? Then bring a shotgun with you, it's known as a room sweeper for a reason.
Sub-machine gun : Rapid firing, but easy to reload, the sub-machine gun is a light assault weapon.
Mini-gun : Shoots just as fast, but packs a greater punch, a mini-gun is heavy and harder to reload.
Crossbow : For the old fashioned ranged weapon user in us all, a cross bow can be loaded with simple, or even exploding bolts. Hassle to reload.
Flamethrower : Big target, blows up easy, and fairly dangerous to friends. More dangerous to foes, and very demoralizing.
Grenades : Simple explosives, whether they be fragmentation, incendiary, or otherwise, these are meant to scatter people and cause harm.
Smoke Grenades : Good for granting instant cover, or causing a general distraction and misfires amongst thugs.
Stun Grenades : Meant not to kill or maim, stun grenades are made for one purpose, stun your foe, so you don't have to deal with them.
Net Launcher : A complicated, hard to load, but easy to use weapon, shoots a variety of net sizes to engulf thugs.
Throwing Knives : Exactly what it says on the tin. Knives made for throwing, not that you can't stab people with them though.
Sword : Whether it be a cutlass, a katana, or a simple longsword, this bladed weapon is simplistic and pure.
Ax : Putting a weighted blade on one end of a stick is a timeless classic, allows for more force behind an attack.
Polearm : Scythes, spears, halberds, and the like, these weapons are long and sharp, but not the most portable sort.
Blunt Weapon : Whether it be a club, a hammer, or just a well made gauntlet, you have a blunt weapon for smashing things.
Swing Weapon : Nunchucks, a flail, a whip, or just a simple chain, these weapons are good at packing a bit extra punch into those hits.
Caltrops : A simple and timeless area denial weapon, perfect for stopping cars, horses, bikes, and people.
Blinding Powder : Toss this into the eyes of your enemies, and render them temporarily blinded!
Melee Ability Traits
Ability Melee : Whether it be with fists of fire, or just plain fists and super strength, you can pack quite a punch! ( Required for any other trait of this sort )
Quick Melee : A faster, but weaker, version of Ability Melee, good for getting in as many attacks as possible.
Charged Melee : Instead of wasting time doing pea shooter attacks against your enemy, charge up for a single good one.
Force Melee : These melee attacks have a knack for knocking your opponent up, down, or away from you.
Stunning Melee : Instead of knocking them around, your attacks simply leave foes stunned for a moment before recovering.
Draining Melee : Whether its an electrical punch draining the synapses, or an ice punch freezing the air, your hits drain your foes.
Blinding Melee : Shadow punches, sonic strikes, or pressure point attacks leave your foe missing a sense for a bit.
Ranged Ability Traits
Ability Strike : Whether you shoot pure kinetic energy, or just psychically toss something, you have a gift others do not. ( Required for any other trait of this sort )
Quick Strike : Taking note from the machine guns of the age, you strike with quick taps instead of more powerful blasts.
Charged Strike : Your power becomes a self made sniper, allowing you to pick off your enemies with a single shot!
Force Strike : Tossing about people with your mind, or just hitting them with so much energy they can't help but fly back.
Stunning Strike : Maybe you just psychically altered their brain, or hit them with enough ice to encase them for a moment, but whatever it was, they aren't moving for a bit.
Draining Strike : From freezing blasts, to shocking synapse drainers, people feel a bit weaker after being hit by your strike.
Blinding Strike : Shadows, sand, fog, psychic, or whatever means you wish, you just blinded someone from afar!
Defense Ability Traits
Force Shield : Requiring concentration and staying relatively still, a Force Shield is good at taking the brunt of assaults.
Reflective Shield : Requiring concentration and staying relatively still, a Reflective Shield is good at redirecting assaults.
Keen Reflexes : Your ability to dip duck dive and dodge is beyond human, making you a hard target to knock around.
Resistance : Made of stone, skin like iron, or turning into partially fire, something about your power makes attacks just not do as much against you.
Shroud : Stealthy people need to hide to not be seen. You don't, and can pull off hiding in plain sight.
Second Self : Not capable of doing much of anything, a Second Self make for a good distraction!
Quick Recovery : You can't dodge as well, you can't take the hit as good, but you sure recover from it faster than others can.
Support Ability Traits
Healing Touch : Those you touch, when you so desire it, can be healed of their injuries in one way or another.
Healing Aura : Instead of healing just those you touch, you exude an aura of healing, that, unfortunately, heals even foes when active.
Projected Force Shield : Instead of casting a shield around yourself, you can create it around another, with the same limitations. ( Requires Force Shield )
Projected Reflective Shield : Instead of casting a shield around yourself, you can create it around another, with the same limitations. ( Requires Reflective Shield )
Projected Shroud : Making yourself stealthy is one thing, making someone else it is another thing entirely. Good thing you can do it. ( Requires Shroud )
Recall Persona : Teleporting yourself is an arduous task, but teleporting someone else is even more so, and requires you knowing where they are to begin with. ( Requires Teleport )
Telecommunication : Telepathy, communicating with objects, through others, or whatever your means, you don't need a communicator to talk about.
Travel Ability Traits
Super Speed : A timeless classic, you're capable of moving at speeds faster than a normal human, but about the same as a car.
Teleport : With this power, you're able to jump from point A to point B, required you can see point B, in a moment.
Flight : It's a bird, it's a plane, it's... you! With your powers you have managed to bring into your use, the ability to fly on your own, at roughly the same speed as your fastest run.
Super Jump : Moving at a speed somewhere between flight and super speed, you're able to leap and bound around at great speeds.
Wall Crawl : While not able to move any faster than normal, you are able to crawl along the walls and ceiling instead of just along the floor.
Tunneling : Not the fastest or most versatile, you are able to tunnel your way, literally or by simply moving through the material to get around.
Flaws
Kryptonite : You have a fairly powerful weakness, able to bring you to your knees. It's a good thing most don't know what it is.
Known Kryptonite : Well this sucks, it seems someone blabbed about your weakness to everyone they knew, and it spread like wildfire. Everyone knows your weakness now. ( Requires Kryptonite )
Not So Secret : Secret identity's are a good thing for crime fighters. Too bad your secret's out.
Clumsy : Maybe you shouldn't be up on that tight rope, it just seems like a bad idea, and you're likely to fall.
Pacifist : You just cannot, and will not hurt others to further your goals, incapacitate, yes, hurt or kill? No.
Cold Blooded : You're more an angel of justice than an angel of peace, caring more for attacking the guilty than protecting the innocent.
Criminal Past : Your past is riddled with crime before you turned for the better, making others not very likely to trust you.
Anti-Hero : Sure, you're a hero, but you're a douche bag and no one likes you. Tough luck getting a team to follow your lead.
Character Sheet
Name
Age
Gender
Alias
Personality
Description / Picture
Traits
Flaws
History
But these facades, these fakes, they fall into the shadows of night, when the streets are no longer safe, when most sane and civil tuck themselves away to slumber, the real truth of the city brings its head to bear. The corrupted police force wages a war on the crimes of those who can't afford to pay for protection, gear heads who have their hands in the factories cranking out their wears, machines, armors, weapons, things beyond what is thought possible, pulling jobs against human decency, and prosperity. The decent folk who are known for their tinkerings with science turn into the fiends they really are, tearing apart human flesh and splicing it with whatever they can get their hands on, churning out toxins and poisons, all in the name of discovery and SCIENCE! The preservation's staff gather again in the moonlight, and begin their true hunt, traveling the streets and alleys looking for their most dangerous game, other humans, paying special attentions to the other criminals, thinking them more fair game. Born of the sewers or turned there when society couldn't keep them, mutants born into families unprepared, turned violently against the same people who violently opposed them in their past. The Triumvirate of Families, sometimes simply called The Mooks, runs beer and alcohol, pulls protection, rigs races, and executes anyone who dares to stand in their way. The Croft, Thompson, and McKinley families each battle for power within, and for dominance without. The circus freaks, geeks, and stunt artists, ring masters and heathen hedonists break free from the shackles of the known, and plague the city, tearing into its people and money to fuel their lust for pleasure, and power. Even the good folks of the Parliament of Rook find themselves with a seedy darker side, breaking into and kidnapping people in the night, binding them to demons and dark gods, and putting them back into their place, where they arise and continue living as a shell of who they once were, willfully from what people can see, giving up what is theirs, a subtle way of stripping people of their elements.
Worse of all, no one is brave enough to expose all that occurs to the public, and most are blissfully unaware of the happenings within their city. Most. Some have taken up the mantle of crime fighters, different than the others who officially do justice, with intentions to end what has befallen their home. They are criminals themselves, vigilantes, but to a growing number of people they have been given another name. Heroes. And they fight for truth and justice, exposing criminals, lies, and thieves, bringing them to justice, their own justice, whatever that may be. To most, that is good enough.
But not to all. The greatest of the heroes, known only as Genesis, has recruited normal people to join him, as he works his deeds against the night, bringing people, everyone who he catches in the act, to not an immediate death... but holding until his followers can hear the case, and cast the sentence. It's almost naught but a formality, few, if any, have ever been found innocent.
And now he's missing.
You are not Genesis. You are not even under his employ, with Project Genesis. You are a simple vigilante, and somehow or another, Genesis's people have contacted you, with one request. Find him, and bring him to safety.
You don't know who has him.
You don't know if he's still alive.
You don't know if you even can find him.
You just know that all hopes are on you, and a select group of others.
May God have mercy, for your foes will not.
Listing of enemy groups :
Corrupt Police : Self explanatory, cops and the like who have stopped working for the public good, and just for their wallets, seen as a criminal mercenary group, ignoring crimes of the highest bidder, helping at times, and doing deeds against their enemies. None of the police have any powers, but they do have power armor and diesel powered robots in their employ.
Diesel Punks : A once roaming gang of train hoppers that made its home in the yards of The Killer, the Diesel Punks have a knack for taking down and apart machines and armors and re-purposing them for their own illicit activities, namely theft, rape, and murder. While not the only ones with machines, theirs are a bit more punch packing and volatile than the police force machines.
White Coats : Simple in mindset, brilliant in mind, the White Coats are not so much a gang, as they are a movement, a gathering of wild and genius individuals, sticking mainly to kidnapping and theft, as well as torture and genetic experimentations. They don't do things for money or power, they do them for SCIENCE, and think that that is excuse in and of itself for them to continue their 'work'.
Tribesmen : The outcasts of The Killer, mutants who have been abandoned and thrown away by their families into the sewers and waterworks of the city. They have formed many tribes of like powered individuals, and rule themselves with a tribal council amongst the peoples. Petty theft is the least of their crimes. Murder is their favorite. Normal people will die under their reign.
The Pack : Sometimes natural prey isn't good enough for a true hunter, and the biggest game isn't dangerous enough. When this time comes for a hunter, they seek refuge in The Pack, covering themselves in blood and bones of their slain, and begin hunting tougher game. Man becomes their prey, with a special taste for hunting those of other criminal elements, and vigilantes.
The Mooks : Divided into three relatively equal families, The Mooks are the crime lords of The Killer, with hands in most everything to be had, trafficking, slavery, rigging elections and races, kidnapping, theft, and murder, they do it all, and somehow manage to keep a legitimate business front all the while, making even the uncorrupted Police strain against them. Vigilantes, not so much.
The Carnies : Being part of a freak show in a still standing act isn't the happiest of lives, you may not be packed away in a cart moving town to town, but you're still heckled at constantly, without end. But your masters, your bosses, are kind. They give you pleasure, and in return only ask for you to do one more thing for them. Kill. Rape. Steal. Burn. Have your revenge on those earlier in the day. What fun.
The Parliament of Rook : By day, the Parliament is a simple gentleman's club, with many branches across the city, many get together locations, and a vast membership. By night, their true demonic form emerges, with unholy rituals, dark bindings, human sacrifice, and abductions, forceful indoctrination, and possession, bringing more into their cult. Into their army.
But first, let's get to know a little more about you.
This RP will work off trait system ( to ensure balance, of course ) You may pick 20 traits, and 2 flaws ( each flaw grants one more trait ) Any extra flaws taken have no effect on number of traits.
Connection Traits ( Can only have 2 )
Ear to the Street : Your connections to the people of Kuakilla have given you a general knowledge of the goings on in the city.
Gear Head : You have an informant within the Diesel Punks working for you, making you privy to their dealings.
Police Favorite : You have an informant within the Corrupt Police working for you, making you privy to their dealings.
Circus Tickets : You have an informant within the Carnies working for you, making you privy to their dealings.
For SCIENCE : You have an informant within the White Coats working for you, making you privy to their dealings.
Tribal : You have an informant within the Tribesmen working for you, making you privy to their dealings.
More than Mook : You have an informant within the Mooks working for you, making you privy to their dealings.
Predator : You have an informant within the Pack working for you, making you privy to their dealings.
Political Favor : Politicians, corrupt or otherwise, owe you a favor, and as such can release a large amount of information to you, about any group, but only once.
Broadcaster : The media is behind you, and relays any and all information that get that they can't share with others, with you.
Natural Traits
Mind over Matter : Sure, that bullet may have hurt like hell, and if you don't care for it, it will kill you, but your duty is more important than your life right now, so you'll pretend you can simply shrug it off.
Wits of Steel : It just seems impossible for someone to get into your well trained mind, or even just break you psychologically through torture or other means.
Inhuman Agility : While not the fastest runner in the world, you can sure keep yourself from getting hit by all your dodging and weaving about the place.
Speed Demon : Turns? Not your thing. Dodging? Heck no. Running like the wind and leaving your foes in your dust? That you can do, very handy when out gunned and no other way to leave.
Muscle Jock : You're not beyond the scope of the possible, you're just very strong, well trained, and have a punch that can knock people flat, and a grip like a, well, vice grip.
Well Connected : Your people skills have come in handy for you, truly, and with them you have become more than just connected with the city. You've become one with it, almost sharing its pulse. ( Doubles allowed points in Connection Traits )
Better Connected : You put a lot of effort and focus into making sure that you know the goings on of The Killer, and have become its pulse with the effort. ( Requires Well Connected, again doubles allowed points in Connection Traits )
Natural Fighter : Whether it be with your powers, your plain fists, or your weapon, you're simply better than others at fighting and brawling, melee style. It's an innate ability for you.
Marksman : Melee sounds dangerous, but being able to take someone out at a distance is right up your alley, and as such your ranged ability, gun, and throwing knives abilities are better than par.
Stealthy : Whether it's a small frame, or just good choice in clothing, you're better than most at not being seen.
Item Traits
Shield : From blocking bullets, to deflecting blows, to even charging headstrong into a group of thugs, a shield is a good and versatile thing to have on you.
Bullet Proof Vest : While not impervious to harm, your protection is better than those who just wear suits or a shirt, being able to resist simple weapons and the like.
Armor : While restraining your movement quite a bit, you are far greater protected while wearing armor than a bullet proof vest. You won't be dodging anything, but things that do hit you just don't do much.
Powered Armor : Combining the protection of normal armor, with the maneuverability of a bullet proof vest, powered armor almost seems too good to be true. Too bad it runs on fuel, and has a knack for running out at the worst possible moment. ( Costs 2 points )
Gas Mask : Whether it's simply to help disguise your identity, and the protection to chemicals is secondary, or your primary concern, you're prepared for them!
Motor Bike : Faster than making a run for it, you have a motor bike to travel the streets with, allowing for, while less protection while traveling, more maneuverability.
Car : A larger and bulkier vehicle than the motor bike, it's better protected and just as fast. Sadly it can't make all the moves that the bike can pull off.
Glider : While not able to lift up from where you started, being able to maintain height when going from place to place is a handy thing to keep you in a bird's eye view on your foes.
Grappling Hook : For zipping from place to place, or for swinging from building to building, a grappling hook is a wonderful tool for more intricate travel.
First Aid : Crime fighting is dangerous, and people will get hurt. Knowing how to, and having the means to take care of wounds and injuries on the fly is a handy thing, no doubt.
Communicator : Some form of radio device allows you to stay in touch with others who also have this on their person, or possible just with home base for any updates on the sitrep.
Weapon Traits
Hand Gun : A simple hand gun, revolver, or otherwise, for good short to medium range ranged combat.
Rifle : Scoped or non, a rifle is better at ranges than the hand gun, and better at just picking enemies off.
Shotgun : Up close and personal? Then bring a shotgun with you, it's known as a room sweeper for a reason.
Sub-machine gun : Rapid firing, but easy to reload, the sub-machine gun is a light assault weapon.
Mini-gun : Shoots just as fast, but packs a greater punch, a mini-gun is heavy and harder to reload.
Crossbow : For the old fashioned ranged weapon user in us all, a cross bow can be loaded with simple, or even exploding bolts. Hassle to reload.
Flamethrower : Big target, blows up easy, and fairly dangerous to friends. More dangerous to foes, and very demoralizing.
Grenades : Simple explosives, whether they be fragmentation, incendiary, or otherwise, these are meant to scatter people and cause harm.
Smoke Grenades : Good for granting instant cover, or causing a general distraction and misfires amongst thugs.
Stun Grenades : Meant not to kill or maim, stun grenades are made for one purpose, stun your foe, so you don't have to deal with them.
Net Launcher : A complicated, hard to load, but easy to use weapon, shoots a variety of net sizes to engulf thugs.
Throwing Knives : Exactly what it says on the tin. Knives made for throwing, not that you can't stab people with them though.
Sword : Whether it be a cutlass, a katana, or a simple longsword, this bladed weapon is simplistic and pure.
Ax : Putting a weighted blade on one end of a stick is a timeless classic, allows for more force behind an attack.
Polearm : Scythes, spears, halberds, and the like, these weapons are long and sharp, but not the most portable sort.
Blunt Weapon : Whether it be a club, a hammer, or just a well made gauntlet, you have a blunt weapon for smashing things.
Swing Weapon : Nunchucks, a flail, a whip, or just a simple chain, these weapons are good at packing a bit extra punch into those hits.
Caltrops : A simple and timeless area denial weapon, perfect for stopping cars, horses, bikes, and people.
Blinding Powder : Toss this into the eyes of your enemies, and render them temporarily blinded!
Melee Ability Traits
Ability Melee : Whether it be with fists of fire, or just plain fists and super strength, you can pack quite a punch! ( Required for any other trait of this sort )
Quick Melee : A faster, but weaker, version of Ability Melee, good for getting in as many attacks as possible.
Charged Melee : Instead of wasting time doing pea shooter attacks against your enemy, charge up for a single good one.
Force Melee : These melee attacks have a knack for knocking your opponent up, down, or away from you.
Stunning Melee : Instead of knocking them around, your attacks simply leave foes stunned for a moment before recovering.
Draining Melee : Whether its an electrical punch draining the synapses, or an ice punch freezing the air, your hits drain your foes.
Blinding Melee : Shadow punches, sonic strikes, or pressure point attacks leave your foe missing a sense for a bit.
Ranged Ability Traits
Ability Strike : Whether you shoot pure kinetic energy, or just psychically toss something, you have a gift others do not. ( Required for any other trait of this sort )
Quick Strike : Taking note from the machine guns of the age, you strike with quick taps instead of more powerful blasts.
Charged Strike : Your power becomes a self made sniper, allowing you to pick off your enemies with a single shot!
Force Strike : Tossing about people with your mind, or just hitting them with so much energy they can't help but fly back.
Stunning Strike : Maybe you just psychically altered their brain, or hit them with enough ice to encase them for a moment, but whatever it was, they aren't moving for a bit.
Draining Strike : From freezing blasts, to shocking synapse drainers, people feel a bit weaker after being hit by your strike.
Blinding Strike : Shadows, sand, fog, psychic, or whatever means you wish, you just blinded someone from afar!
Defense Ability Traits
Force Shield : Requiring concentration and staying relatively still, a Force Shield is good at taking the brunt of assaults.
Reflective Shield : Requiring concentration and staying relatively still, a Reflective Shield is good at redirecting assaults.
Keen Reflexes : Your ability to dip duck dive and dodge is beyond human, making you a hard target to knock around.
Resistance : Made of stone, skin like iron, or turning into partially fire, something about your power makes attacks just not do as much against you.
Shroud : Stealthy people need to hide to not be seen. You don't, and can pull off hiding in plain sight.
Second Self : Not capable of doing much of anything, a Second Self make for a good distraction!
Quick Recovery : You can't dodge as well, you can't take the hit as good, but you sure recover from it faster than others can.
Support Ability Traits
Healing Touch : Those you touch, when you so desire it, can be healed of their injuries in one way or another.
Healing Aura : Instead of healing just those you touch, you exude an aura of healing, that, unfortunately, heals even foes when active.
Projected Force Shield : Instead of casting a shield around yourself, you can create it around another, with the same limitations. ( Requires Force Shield )
Projected Reflective Shield : Instead of casting a shield around yourself, you can create it around another, with the same limitations. ( Requires Reflective Shield )
Projected Shroud : Making yourself stealthy is one thing, making someone else it is another thing entirely. Good thing you can do it. ( Requires Shroud )
Recall Persona : Teleporting yourself is an arduous task, but teleporting someone else is even more so, and requires you knowing where they are to begin with. ( Requires Teleport )
Telecommunication : Telepathy, communicating with objects, through others, or whatever your means, you don't need a communicator to talk about.
Travel Ability Traits
Super Speed : A timeless classic, you're capable of moving at speeds faster than a normal human, but about the same as a car.
Teleport : With this power, you're able to jump from point A to point B, required you can see point B, in a moment.
Flight : It's a bird, it's a plane, it's... you! With your powers you have managed to bring into your use, the ability to fly on your own, at roughly the same speed as your fastest run.
Super Jump : Moving at a speed somewhere between flight and super speed, you're able to leap and bound around at great speeds.
Wall Crawl : While not able to move any faster than normal, you are able to crawl along the walls and ceiling instead of just along the floor.
Tunneling : Not the fastest or most versatile, you are able to tunnel your way, literally or by simply moving through the material to get around.
Flaws
Kryptonite : You have a fairly powerful weakness, able to bring you to your knees. It's a good thing most don't know what it is.
Known Kryptonite : Well this sucks, it seems someone blabbed about your weakness to everyone they knew, and it spread like wildfire. Everyone knows your weakness now. ( Requires Kryptonite )
Not So Secret : Secret identity's are a good thing for crime fighters. Too bad your secret's out.
Clumsy : Maybe you shouldn't be up on that tight rope, it just seems like a bad idea, and you're likely to fall.
Pacifist : You just cannot, and will not hurt others to further your goals, incapacitate, yes, hurt or kill? No.
Cold Blooded : You're more an angel of justice than an angel of peace, caring more for attacking the guilty than protecting the innocent.
Criminal Past : Your past is riddled with crime before you turned for the better, making others not very likely to trust you.
Anti-Hero : Sure, you're a hero, but you're a douche bag and no one likes you. Tough luck getting a team to follow your lead.
Character Sheet
Name
Age
Gender
Alias
Personality
Description / Picture
Traits
Flaws
History
Last edited by Elendra on Wed Dec 22, 2010 4:16 pm; edited 1 time in total
Elendra- Mist
- Join date : 2010-03-05
Posts : 17
Re: Noir Vigilance
Two traits per grouping?
Gunneh- Ghost
- Join date : 2009-05-23
Posts : 1451
Age : 34
Location : Greeneville, Tennessee
Re: Noir Vigilance
No, you can have as many traits as you want in each grouping, except in connections ( which you can take up to 2, 4 and 8 depending on traits ) The rest are fair game. Also, update, only /20/ traits instead of 25 to work with.
Elendra- Mist
- Join date : 2010-03-05
Posts : 17
FOG: Footsteps of Ghosts :: In Character :: Expert Role-Playing :: Expert Interest Checks :: Archived Expert Interest Check Topics
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