Hidden 8 yrs ago Post by Dedonus
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Dedonus Kai su teknon;

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I was getting a 505 error message, but it seemed to be fixed now. I was starting to get worried when I was getting an "cannot reach this page" error for RPG.
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Hound55 Create-A-Hero RPG GM, Blue Bringer of BWAHAHA!

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Hooray! I'm finally God Damn Caught up!
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Hidden 8 yrs ago Post by Fallenreaper
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Fallenreaper ღ~Lil' Emotional Cocktail~ღ

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Hooray! I'm finally God Damn Caught up!


Everyone, QUICK, spam the IC!!!
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Hidden 8 yrs ago Post by Dedonus
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Dedonus Kai su teknon;

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<Snipped quote by Hound55>

Everyone, QUICK, spam the IC!!!


I will hopefully have an IK post up tonight. So I'm doing my part!
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I'm uh, thinking working on my next post too.
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Hound55 Create-A-Hero RPG GM, Blue Bringer of BWAHAHA!

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Currently cruising around just north of the equator between Fiji and Hawaii. Gorging myself on delicious food and pouring all of the booze down my throat.
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Hidden 8 yrs ago Post by Fallenreaper
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@Hound55For now, then you'll behind again..hehee
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Might scrap and rethink how Barron's post will be. Might need to tackle these changes one at a time.
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nitemare shape GM of Create A Hero and Star Wars: Legacies

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Posts coming soon
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Oh no! I'm behind again!!!
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Oh no! I'm behind again!!!


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You're always behind lol.

Speaking of which, post(s) coming tomorrow
Hidden 8 yrs ago 8 yrs ago Post by DearTrickster
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@fdeviant @ShyDot @Hellis Hey, I need your opinions specifically, but I'd appreciate anyone's really. I feel like this sheet is lacking in either history, abilities or weaknesses. I'd appreciate if you guys have any suggestions. Thanks in advance! <3

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@fdeviant @ShyDot @Hellis Hey, I need your opinions specifically, but I'd appreciate anyone's really. I feel like this sheet is lacking in either history, abilities or weaknesses. I'd appreciate if you guys have any suggestions. Thanks in advance! <3



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Hidden 8 yrs ago 8 yrs ago Post by Indy Cooper
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Character you have created: Alice Rackham

Alias: Captain Ally “Black Bonnet” Rackham

Speech Color: Not determined yet.

Character Alignment: WTL (She's not overtly evil, anyway)
Identity: Glorying in infamy!

Character Personality: Alice is, in almost every way, larger than life, and loves living to the fullest and in the moment. When she's not off raiding, she enjoys tinkering with anything and everything near by, especially at her workshop. She enjoys both modern and classical music, tending to swing between ballroom waltzes and heavy metal when the mood strikes her. She is utterly fearless, and enjoys hardship and difficult adversaries, sensing adventure in the opportunity.

Alice treats her crew like a bunch of favoured nephews and nieces, and insists that, while not infringing on their freedoms outside of shipboard duty, that they stay healthy. "Just because we're pirates doesn't mean we have to act like we're in the Seventeenth Century, you jackanapes," as she has been recorded saying. She believes fiercely in freedom, well and beyond what modern democracies espouse and hewing much closer to general anarchy, though onboard the Revenge, she maintains absolute authority, even if she doesn't exercise it unless she has to. That said, traitors and mutineers are dealt with harshly. And while she is okay with kidnapping, the slave trade is a thorn in her side, and any other modern pirates who try to take slaves in her territory risk being summarily executed. It is this "freelance privateering", added to the fact that much of her raiding is done to military and/or foreign targets, that has led to a sudden lack of resources to fight her in local governments in the Caribbean.

She, unfortunately, also suffering from bipolar disorder, and from what psychologists will say, some form of severe psychosis and delusional behaviour. While not true entirely, she is very much ungrounded from reality much of the time, as evidenced by her career alone. Thankfully, despite her isolation as a captain, necessarily separated emotionally from her crew, her 'delusions' keep her company and give her guidance. She considers herself a sort of priestess, as well as a protector, of the ocean, and will viciously punish those who abuse the sea.

Uniform/costume: Alice wears full pirate captain regalia, with a wide brimmed hat clipped up on the right side and several long black-dyed peacock feathers running off the black fabric. Her coat is bloody red, hangs down to her thighs, and she wears black pants under it, tucked into the classic knee-high fold-over boots. Her torso is crossed over by two bandoleers carrying custom-made flintlock pistols, and a wide leather belt carries two more pairs of those and her pair of cutlasses. She wears her hair in a loose cloud under her hat, though on occasion she will, in a nod to Blackbeard, braid it down and tie slow-burn fuses into it.

Origin Info/Details: Alice was born into a well-to-do middle class family in Galveston, Texas. The eldest of three children, she grew up knowing very little of her family history, until in high school she was required to read Treasure Island for a book report. She was utterly enraptured by the pirating lifestyle, and swiftly became obsessed. She researched tirelessly, and when she came across the stories of “Calico Jack” Rackham, and noticed the similar surname, she began digging into her own family history, where she made a surprising discovery.

Not only was she directly descended from Rackham and Anne Bonny's child, but several other bloodlines had tied into hers over the last several centuries. Through exhaustive digging through records that had long been buried, she found that she was also the descendant of some of the most illustrious pirates who ever lived. Evidence became solid for her family ties to Edward “Blackbeard” Teach, Bartholomew Roberts, Jean Lafitte, Captain William Kidd, James Avery, Sir Henry Morgan, “Black” Sam Bellamy, and John Taylor. The sheer unlikelihood of this union of trees seemed impossible, but she managed to confirm it multiple times through responsible sources. Her high school project for her senior history class was this entire documentation.

Just before she graduated, her parents managed to win a lottery prize at a whopping three hundred and eighty-five million dollars. Immediately after her graduation, the entire family, inspired by her findings, decided to move to a private residence just outside Nassau, in the Caribbean. This was, however, unfortunate. During a family outing that Alice herself was unable to attend due to illness, the family was kidnapped and killed. Legends about her state this, along with her fever, is was caused her to snap, and become Black Bonnet.

Alice was always a bright child, but following her inheritance, she made massive leaps forward as she feverishly studied mechanical engineering and materials science, ostensibly for college, but she soon figured out that she didn't even need to attend. She managed to actually test out of her entire Bachelor's of Applied Science, and then disappeared for quite some time. The only evidence she was still alive was a steady draining of the interests on her fortune, carefully managed by a hired advisor.

Almost three years to the day of her family's murder, her ship set sail out of Tortuga, raiding and pillaging. She only took volunteer crew, but as it turned out there were many in the Caribbean who were romanced by the idea and grandeur of her ship and by the thought of escaping poverty and the rule of law. Now, Black Bonnet Rackham sails throughout the Caribbean, sowing terror and taking plunder wherever she wishes, seemingly completely unfazed by the multiple attempts of multinational navies to try and bring her in or sink her, and basking in the adoration of those who see her career as a sort of 'reality escape', living a dream most thought long dead: the free pirate.

Hero Type: Grey Matter and (maybe) Supernatural/Mystic

Power Level: Street(on land), world(at sea)

Powers:
The Tortuga's Revenge, her pride and love: The Revenge is designed like the old ships of the line, a two hundred foot long, three masted battleship with two gun decks of twenty-five-a-side and more armaments on the main deck. The whole of it is made of teak, in classic style, though the masts, main deck, hull, and keel are all also impregnated with a special hardening compound of Alice's design that makes them impervious to all but the very largest of naval guns, and even then she takes minimal damage. The material is also lined with a magnesium-foam compounds that reduces her necessary weight by tons The sails and rigging, as well, are made of Dyneema- and asbestos-woven fabric, so as to be tough and fireproof. Other modifications are as follows:
  • Swivel guns: These are small, rail mounted cannons on the rear and fore decks, capable of rotating to cover about a one hundred degree arc. Paired on the sides of each deck, for eight in total, these little bastards carry a surprising wallop, modified as they are to fire a variety of modern and older ammunition, from HEAT rounds to grapeshot, and require no powder. They can also be switched out for miniguns, as the need arises.
  • Deck mortars: A set of twin mortar cannons sit on the rear deck, and are comparable to modern gun howitzers, though they can angle to almost seventy degrees when necessary. These fire 120mm shells of varying loads.
  • Main Cannons: The terror of the modern high seas. Aesthetically made to look like Golden Age of Sail ship guns, these heavy guns are actually several different types of modified artillery pieces. The lowest deck has a set of rail cannons, GA Blitzers, which are capable of firing a sabot round at Mach 5. The second deck has larger versions of the deck mortars, essentially howitzers, which fire anything from HE shells up to tactical nuclear shells, though Alice would never authorise such an ammunition(it ruins the booty). The main deck guns, which are only rolled out on special occasions, are the most unique of the Revenge's arsenal. These are actually smaller than the swivels, though not by much, but they do not fire conventional ammunition. Experimental shells filled with cryo-explosives, Dragon's breath shot, ionizing rods that will generate lightning bolts, and gas rounds that can knock out a whole cruise ship in a few minutes; these are reserved for the main deck guns.
  • Torpedo Tubes: Four on the bow of the ship.

Aside from the armaments, the Revenge also has other wonders, such as a hydrofoil generator/engine combo below the waterline, capable of powering the whole of the ship and pushing her max speed up to 40 knots(46mph/74kph). The engine consumes no fuel itself, an important feature to Alice. The quarters for all the crew resemble modern barracks rooms, though far more comfortable and home-y as they have decorated. The galley resembles that of a modern cruise ship, though it maintains the aesthetic for the furniture, all dark teak and cast iron. She also, of course, has modern medical facilities, and a brig capable of holding even minor metahumans. As a special touch, Alice has managed to procure a device that renders the Revenge invisible to thermal imaging, sonar, and satellite tracking, essentially a ghost ship in the modern age.

Super Inventor – Aside from the ship itself, Alice has numerous other creations to her credit.
Nanoweave Fibre: Alice's clothes, and all the ropes and sails of the Tortuga's Revenge, are made from her own custom blend of Dyneema and nano-weave carbon/asbestos fibre, rendering them almost completely immune to cuts, tears, punctures, and fire. Her entire crew is outfitted in the same. This special weave, while extremely durable, bends and folds as easily as cotton.
Mono-line Blades: Alice's cutlasses are sharp on their own, and made out of a special alloy that is nigh-unbreakable, but their true strength lies in the microedge they have, narrowing down to almost a single molecule wide, rendering them capable of cutting through almost every conceivable material. The crew carry knives of the same edging, allowing them to maintain the ship despite it's toughness.
The Pistols: While the eight pistols on her seem to be flintlocks, and even look that way when firing, this is purely aesthetic, much like the rest of her possessions. The actually contain tiny electro-magnetic catapults, and fire her pistol shot at super sonic velocities. The shot itself is similar to her basic cannon shot for the ship, rounded cones of tungsten-carbide, capable of penetrating most standard body armour with little difficulty.
Gripping Boots: The soles of her boots are enhanced to grip onto any surface through a combination of magnetism and molecular bonding hairs and pads, inspired by geckos and other climbing animals.


The Workshop: This is a sprawling, 12,000 square foot complex in a hidden cove on the island of Tortuga, the entrance to which is disguised as a blank rock through the use of a hologram projection. This dock hold all the materials for repair the Revenge, manufacturing the specialty ammunition, housing the crew, and dumping booty from raids.

Madness, or...: The legends that have already cropped up around Black Bonnet Rackham commonly say that her parents death cracked her brain so badly that she's completely mad. To be certain, her crew regularly hears and sees her talking with things that they cannot perceive. But that may not be all there is to this tale, either.
According to Alice herself, her ship and home regularly host eight spirits, whom she can name and describe fairly well. Those who have heard these names and descriptions assume she did research some time in her past, and her broken mind has conjured them to help her stay somewhat balanced. But sailors are a superstitious lot, and many have begun to believe that maybe, just maybe, she really can see gods. After all, all sorts of other strange things have happened in the world, why not this?
The 'deities' who Alice hosts are:
  • Calypso, the piratical goddess of the sea (who hates her representation in un-named movies as some sort of lovesick mortal). She claims the title of 'chief' deity, and tend to treat Alice like a daughter.
  • Namaka, a fierce and domineering Hawaiian lady, with water pooling at her feet.
  • Takehaya Susanoo-no-Mikoto, a Japanese man who occasionally shows up with his wife, and always during storms.
  • Sedna, a large Inuit woman missing her fingers.
  • Ægir and Rán, a huge giant and his mermaid goddess wife, who always appear together and love showing up to parties.
  • Samudra, an Indian woman who is temperamental, but typically calm when boarding with Alice.
  • Agwé, a black man who is always grinning at her, and refers to himself as her King, unless the Calypso is around.
  • Chalciuhtlicue, a gorgeous Aztec woman who is always holding a babe on each hip, one boy and one girl.


Alice refers to these spirits as her friends, often in familiar terms, and sometimes even rudely. She especially likes cursing at them during storms, though she reports that this really only makes them laugh. Even those people who claim to be able to see or otherwise interact with spirits and other supernatural beings deny seeing them near her, though she replies to these denunciations by proclaiming them “not worth the Sea's time”. It remains to be seen whether she is mad or some sort of priestess.


Skills: (Because these really don't count as powers
Navigation, Captaincy, and Seamanship: Alice seems to have an inborn knack for all things relating to piloting a ship. She can read the waves and avoid even the worst swells, can smell a storm before it's even visible on the horizon, can plot courses that shave hours off her travel time, knows every single inch of her ship from bow to stern, and can even read her crew's mood before they know it themselves. She is a commanding presence wherever she goes

Linguistics: Alice can fluently speak Haitian French, Creole, Spanish, and English

Combat: Alice has taught herself, through instructional videos, practise, and sparring, all forms of pirate combat; Cutlass and pistol, knife, boarding pike, artillery combat, naval tactics, acrobatics, nad most modern naval small arms combat.

Engineering: Alice has a dual BAS in Mechanical Engineering and Physics, with all the skills that entails, though her genius adds considerably to this.


Attributes:
Height: 6'1”
Weight: 180 lbs
Strength Level: Above average, but not by much
Speed/Reaction Timing Level: John Woo film hero level(about twice normal human)
Endurance at MAXIMUM Effort: 3 hours, because she's used to the hardships of the sea.
Agility: Above Average, but still human
Intelligence: Very genius
Fighting Skill: Experienced/Trained


Resources: Extreme; aside from her inherited fortune (most of which was dumped into the ship), she has her financial advisor managing stocks, bonds, and several Cayman and Swiss bank accounts. These are cunningly manipulated so that international authorities can't freeze them. And there's plunder, as well.

Weaknesses: Aside from her armoured clothing, she is a normal human being, and can be killed or wounded as easily as any other.

She is, even if not quite as mad as some fear, extremely delusional, and any attempt to bring her back to modern sensibilities is doomed to failure.

Following with her delusions, Alice has a flashpan temper when it comes to her ship, or her crew, and is fiercely protective of both.

She has a severe peanut allergy.

Pirate Information:
Insignia: Alice's flag is black, with white crossed cutlasses. A white skull looks to the side in profile, at a speared heart dripping blood into a cup.

Code: Alice's Code is as follows:
  • I: The Captain shall receive three shares of any retrieved value. The Quartermaster and Doctor shall each receive two shares. The Cook shall receive one and one half share. All regular crew shall receive one share. Provisional Crew shall receive one half share.
  • II: No crew member shall engage in any form of slavery. If a crew member of any rank should so engage, The Captain shall deem a fitting punishment.
  • III: Any crew member, having been assured the availability of willing mates, who is found to have engaged in rape, shall be keelhauled.
  • IV: Any crew member who is found to have aided in the capture or death of any of their Brethren, shall be tied to the mast and left to the depredations of those Brethren who remain.
  • V: All complaints, no matter how small, will be listened to. Those crew members who cannot find a satisfactory solution to their complaint shall be put ashore at the nearest safe port and sworn to secrecy on pain of death.
  • VI: No crew member shall engage in any activity which may divide the crew. Friendly boxing and gambling is allowed, but all complaints against the results must be settled fairly by an Officer.
  • VII: Those who deem fit to poison the ocean with things other than what belong in it shall be given to the next storm.

Supporting Characters (Does your character have a significant other? A mother? Friend? Who are they, what do they have to do with your character?):
While her family may be dead, there are multitudes of people who interact with Alice on a daily basis, even aside from her Gods.

Do you know how to post pictures on RPG boards?:

Other: I will make NPC sheets for the spirits when and if the story makes it seem necessary.
Hidden 8 yrs ago Post by nitemare shape
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Character you have created: Alice Rackham

Alias: Captain Ally “Black Bonnet” Rackham

Speech Color: Not determined yet.

Character Alignment: WTL (She's not overtly evil, anyway)
Identity: Glorying in infamy!

Character Personality: Alice is, in almost every way, larger than life, and loves living to the fullest and in the moment. When she's not off raiding, she enjoys tinkering with anything and everything near by, especially at her workshop. She enjoys both modern and classical music, tending to swing between ballroom waltzes and heavy metal when the mood strikes her. She is utterly fearless, and enjoys hardship and difficult adversaries, sensing adventure in the opportunity.

Alice treats her crew like a bunch of favoured nephews and nieces, and insists that, while not infringing on their freedoms outside of shipboard duty, that they stay healthy. "Just because we're pirates doesn't mean we have to act like we're in the Seventeenth Century, you jackanapes," as she has been recorded saying. She believes fiercely in freedom, well and beyond what modern democracies espouse and hewing much closer to general anarchy, though onboard the Revenge, she maintains absolute authority, even if she doesn't exercise it unless she has to. That said, traitors and mutineers are dealt with harshly. And while she is okay with kidnapping, the slave trade is a thorn in her side, and any other modern pirates who try to take slaves in her territory risk being summarily executed. It is this "freelance privateering", added to the fact that much of her raiding is done to military and/or foreign targets, that has led to a sudden lack of resources to fight her in local governments in the Caribbean.

She, unfortunately, also suffering from bipolar disorder, and from what psychologists will say, some form of severe psychosis and delusional behaviour. While not true entirely, she is very much ungrounded from reality much of the time, as evidenced by her career alone. Thankfully, despite her isolation as a captain, necessarily separated emotionally from her crew, her 'delusions' keep her company and give her guidance. She considers herself a sort of priestess, as well as a protector, of the ocean, and will viciously punish those who abuse the sea.

Uniform/costume: Alice wears full pirate captain regalia, with a wide brimmed hat clipped up on the right side and several long black-dyed peacock feathers running off the black fabric. Her coat is bloody red, hangs down to her thighs, and she wears black pants under it, tucked into the classic knee-high fold-over boots. Her torso is crossed over by two bandoleers carrying custom-made flintlock pistols, and a wide leather belt carries two more pairs of those and her pair of cutlasses. She wears her hair in a loose cloud under her hat, though on occasion she will, in a nod to Blackbeard, braid it down and tie slow-burn fuses into it.

Origin Info/Details: Alice was born into a well-to-do middle class family in Galveston, Texas. The eldest of three children, she grew up knowing very little of her family history, until in high school she was required to read Treasure Island for a book report. She was utterly enraptured by the pirating lifestyle, and swiftly became obsessed. She researched tirelessly, and when she came across the stories of “Calico Jack” Rackham, and noticed the similar surname, she began digging into her own family history, where she made a surprising discovery.

Not only was she directly descended from Rackham and Anne Bonny's child, but several other bloodlines had tied into hers over the last several centuries. Through exhaustive digging through records that had long been buried, she found that she was also the descendant of some of the most illustrious pirates who ever lived. Evidence became solid for her family ties to Edward “Blackbeard” Teach, Bartholomew Roberts, Jean Lafitte, Captain William Kidd, James Avery, Sir Henry Morgan, “Black” Sam Bellamy, and John Taylor. The sheer unlikelihood of this union of trees seemed impossible, but she managed to confirm it multiple times through responsible sources. Her high school project for her senior history class was this entire documentation.

Just before she graduated, her parents managed to win a lottery prize at a whopping three hundred and eighty-five million dollars. Immediately after her graduation, the entire family, inspired by her findings, decided to move to a private residence just outside Nassau, in the Caribbean. This was, however, unfortunate. During a family outing that Alice herself was unable to attend due to illness, the family was kidnapped and killed. Legends about her state this, along with her fever, is was caused her to snap, and become Black Bonnet.

Alice was always a bright child, but following her inheritance, she made massive leaps forward as she feverishly studied mechanical engineering and materials science, ostensibly for college, but she soon figured out that she didn't even need to attend. She managed to actually test out of her entire Bachelor's of Applied Science, and then disappeared for quite some time. The only evidence she was still alive was a steady draining of the interests on her fortune, carefully managed by a hired advisor.

Almost three years to the day of her family's murder, her ship set sail out of Tortuga, raiding and pillaging. She only took volunteer crew, but as it turned out there were many in the Caribbean who were romanced by the idea and grandeur of her ship and by the thought of escaping poverty and the rule of law. Now, Black Bonnet Rackham sails throughout the Caribbean, sowing terror and taking plunder wherever she wishes, seemingly completely unfazed by the multiple attempts of multinational navies to try and bring her in or sink her, and basking in the adoration of those who see her career as a sort of 'reality escape', living a dream most thought long dead: the free pirate.

Hero Type: Grey Matter and (maybe) Supernatural/Mystic

Power Level: Street(on land), world(at sea)

Powers:
The Tortuga's Revenge, her pride and love: The Revenge is designed like the old ships of the line, a two hundred foot long, three masted battleship with two gun decks of twenty-five-a-side and more armaments on the main deck. The whole of it is made of teak, in classic style, though the masts, main deck, hull, and keel are all also impregnated with a special hardening compound of Alice's design that makes them impervious to all but the very largest of naval guns, and even then she takes minimal damage. The material is also lined with a magnesium-foam compounds that reduces her necessary weight by tons The sails and rigging, as well, are made of Dyneema- and asbestos-woven fabric, so as to be tough and fireproof. Other modifications are as follows:

  • Swivel guns: These are small, rail mounted cannons on the rear and fore decks, capable of rotating to cover about a one hundred degree arc. Paired on the sides of each deck, for eight in total, these little bastards carry a surprising wallop, modified as they are to fire a variety of modern and older ammunition, from HEAT rounds to grapeshot, and require no powder. They can also be switched out for miniguns, as the need arises.
  • Deck mortars: A set of twin mortar cannons sit on the rear deck, and are comparable to modern gun howitzers, though they can angle to almost seventy degrees when necessary. These fire 120mm shells of varying loads.
  • Main Cannons: The terror of the modern high seas. Aesthetically made to look like Golden Age of Sail ship guns, these heavy guns are actually several different types of modified artillery pieces. The lowest deck has a set of rail cannons, GA Blitzers, which are capable of firing a sabot round at Mach 5. The second deck has larger versions of the deck mortars, essentially howitzers, which fire anything from HE shells up to tactical nuclear shells, though Alice would never authorise such an ammunition(it ruins the booty). The main deck guns, which are only rolled out on special occasions, are the most unique of the Revenge's arsenal. These are actually smaller than the swivels, though not by much, but they do not fire conventional ammunition. Experimental shells filled with cryo-explosives, Dragon's breath shot, ionizing rods that will generate lightning bolts, and gas rounds that can knock out a whole cruise ship in a few minutes; these are reserved for the main deck guns.
  • Torpedo Tubes: Four on the bow of the ship.

Aside from the armaments, the Revenge also has other wonders, such as a hydrofoil generator/engine combo below the waterline, capable of powering the whole of the ship and pushing her max speed up to 40 knots(46mph/74kph). The engine consumes no fuel itself, an important feature to Alice. The quarters for all the crew resemble modern barracks rooms, though far more comfortable and home-y as they have decorated. The galley resembles that of a modern cruise ship, though it maintains the aesthetic for the furniture, all dark teak and cast iron. She also, of course, has modern medical facilities, and a brig capable of holding even minor metahumans. As a special touch, Alice has managed to procure a device that renders the Revenge invisible to thermal imaging, sonar, and satellite tracking, essentially a ghost ship in the modern age.

Super Inventor – Aside from the ship itself, Alice has numerous other creations to her credit.
Nanoweave Fibre: Alice's clothes, and all the ropes and sails of the Tortuga's Revenge, are made from her own custom blend of Dyneema and nano-weave carbon/asbestos fibre, rendering them almost completely immune to cuts, tears, punctures, and fire. Her entire crew is outfitted in the same. This special weave, while extremely durable, bends and folds as easily as cotton.
Mono-line Blades: Alice's cutlasses are sharp on their own, and made out of a special alloy that is nigh-unbreakable, but their true strength lies in the microedge they have, narrowing down to almost a single molecule wide, rendering them capable of cutting through almost every conceivable material. The crew carry knives of the same edging, allowing them to maintain the ship despite it's toughness.
The Pistols: While the eight pistols on her seem to be flintlocks, and even look that way when firing, this is purely aesthetic, much like the rest of her possessions. The actually contain tiny electro-magnetic catapults, and fire her pistol shot at super sonic velocities. The shot itself is similar to her basic cannon shot for the ship, rounded cones of tungsten-carbide, capable of penetrating most standard body armour with little difficulty.
Gripping Boots: The soles of her boots are enhanced to grip onto any surface through a combination of magnetism and molecular bonding hairs and pads, inspired by geckos and other climbing animals.


The Workshop: This is a sprawling, 12,000 square foot complex in a hidden cove on the island of Tortuga, the entrance to which is disguised as a blank rock through the use of a hologram projection. This dock hold all the materials for repair the Revenge, manufacturing the specialty ammunition, housing the crew, and dumping booty from raids.

Madness, or...: The legends that have already cropped up around Black Bonnet Rackham commonly say that her parents death cracked her brain so badly that she's completely mad. To be certain, her crew regularly hears and sees her talking with things that they cannot perceive. But that may not be all there is to this tale, either.
According to Alice herself, her ship and home regularly host eight spirits, whom she can name and describe fairly well. Those who have heard these names and descriptions assume she did research some time in her past, and her broken mind has conjured them to help her stay somewhat balanced. But sailors are a superstitious lot, and many have begun to believe that maybe, just maybe, she really can see gods. After all, all sorts of other strange things have happened in the world, why not this?
The 'deities' who Alice hosts are:

  • Calypso, the piratical goddess of the sea (who hates her representation in un-named movies as some sort of lovesick mortal). She claims the title of 'chief' deity, and tend to treat Alice like a daughter.
  • Namaka, a fierce and domineering Hawaiian lady, with water pooling at her feet.
  • Takehaya Susanoo-no-Mikoto, a Japanese man who occasionally shows up with his wife, and always during storms.
  • Sedna, a large Inuit woman missing her fingers.
  • Ægir and Rán, a huge giant and his mermaid goddess wife, who always appear together and love showing up to parties.
  • Samudra, an Indian woman who is temperamental, but typically calm when boarding with Alice.
  • Agwé, a black man who is always grinning at her, and refers to himself as her King, unless the Calypso is around.
  • Chalciuhtlicue, a gorgeous Aztec woman who is always holding a babe on each hip, one boy and one girl.


Alice refers to these spirits as her friends, often in familiar terms, and sometimes even rudely. She especially likes cursing at them during storms, though she reports that this really only makes them laugh. Even those people who claim to be able to see or otherwise interact with spirits and other supernatural beings deny seeing them near her, though she replies to these denunciations by proclaiming them “not worth the Sea's time”. It remains to be seen whether she is mad or some sort of priestess.


Skills: (Because these really don't count as powers
Navigation, Captaincy, and Seamanship: Alice seems to have an inborn knack for all things relating to piloting a ship. She can read the waves and avoid even the worst swells, can smell a storm before it's even visible on the horizon, can plot courses that shave hours off her travel time, knows every single inch of her ship from bow to stern, and can even read her crew's mood before they know it themselves. She is a commanding presence wherever she goes

Linguistics: Alice can fluently speak Haitian French, Creole, Spanish, and English

Combat: Alice has taught herself, through instructional videos, practise, and sparring, all forms of pirate combat; Cutlass and pistol, knife, boarding pike, artillery combat, naval tactics, acrobatics, nad most modern naval small arms combat.

Engineering: Alice has a dual BAS in Mechanical Engineering and Physics, with all the skills that entails, though her genius adds considerably to this.


Attributes:
Height: 6'1”
Weight: 180 lbs
Strength Level: Above average, but not by much
Speed/Reaction Timing Level: John Woo film hero level(about twice normal human)
Endurance at MAXIMUM Effort: 3 hours, because she's used to the hardships of the sea.
Agility: Above Average, but still human
Intelligence: Very genius
Fighting Skill: Experienced/Trained


Resources: Extreme; aside from her inherited fortune (most of which was dumped into the ship), she has her financial advisor managing stocks, bonds, and several Cayman and Swiss bank accounts. These are cunningly manipulated so that international authorities can't freeze them. And there's plunder, as well.

Weaknesses: Aside from her armoured clothing, she is a normal human being, and can be killed or wounded as easily as any other.

She is, even if not quite as mad as some fear, extremely delusional, and any attempt to bring her back to modern sensibilities is doomed to failure.

Following with her delusions, Alice has a flashpan temper when it comes to her ship, or her crew, and is fiercely protective of both.

She has a severe peanut allergy.

Pirate Information:
Insignia: Alice's flag is black, with white crossed cutlasses. A white skull looks to the side in profile, at a speared heart dripping blood into a cup.

Code: Alice's Code is as follows:

  • I: The Captain shall receive three shares of any retrieved value. The Quartermaster and Doctor shall each receive two shares. The Cook shall receive one and one half share. All regular crew shall receive one share. Provisional Crew shall receive one half share.
  • II: No crew member shall engage in any form of slavery. If a crew member of any rank should so engage, The Captain shall deem a fitting punishment.
  • III: Any crew member, having been assured the availability of willing mates, who is found to have engaged in rape, shall be keelhauled.
  • IV: Any crew member who is found to have aided in the capture or death of any of their Brethren, shall be tied to the mast and left to the depredations of those Brethren who remain.
  • V: All complaints, no matter how small, will be listened to. Those crew members who cannot find a satisfactory solution to their complaint shall be put ashore at the nearest safe port and sworn to secrecy on pain of death.
  • VI: No crew member shall engage in any activity which may divide the crew. Friendly boxing and gambling is allowed, but all complaints against the results must be settled fairly by an Officer.
  • VII: Those who deem fit to poison the ocean with things other than what belong in it shall be given to the next storm.

Supporting Characters (Does your character have a significant other? A mother? Friend? Who are they, what do they have to do with your character?):
While her family may be dead, there are multitudes of people who interact with Alice on a daily basis, even aside from her Gods.

Do you know how to post pictures on RPG boards?:

Other: I will make NPC sheets for the spirits when and if the story makes it seem necessary.


Approved
Hidden 8 yrs ago 8 yrs ago Post by Alfhedil
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Alfhedil What do you see Kaneda?

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Decided to at the very least make my presence known once more, and post up my WiP.




I'll work some more on it over the week and as I do some more research on things, but do keep in mind my writing speed is glacial :<
Hidden 8 yrs ago 8 yrs ago Post by Dedonus
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Dedonus Kai su teknon;

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Just want to drop this in here as an FYI. ;)


Create a Hero RPG Application (NPC Character)

Screen Name: Dedonus

Original Creator: Johnny Blaze

Character you have created: Kensei
Alias: Demon's Bane (alias); Hunter of the Gods (alias); The Celestial Samurai (alias); Izanagi's Chosen (alias); The Swordsman (alias); Miyamoto Musashi (true name)

Speech Color: Teal, Bold

Character Alignment: Hero

Identity: His true name is known only to a select few, and his existence is debatable as most believe he is merely a legend in the same vein as Beowulf or King Arthur.

Character Personality: Kensei is a honorable warrior who puts the lives of others ahead of his own. He is a stoic figure, rarely opening up to people, save his only friends (described later in supporting characters). Kensei tends to be blunt and to the point, which can rub people the wrong way at times. Due to his training he is a respectful man, but it is difficult to gain his trust. Once gained however, you will find Kensei to be a generous, good hearted soul with, surprisingly, a decent sense of humor though he rarely lets it show.

Uniform/costume: Standard Samurai Armor

Origin Info/Details: He is the ancient Japanese swordsman Miyamoto Musashi, and his life story is the same as that of his real world self. However, he did not die as he appeared...at least not as we perceive it.
His spirit traveled to Takama-ga-hara, The High Plain of Heaven, and was met by the god, Izanagi. The Sky-Father of the Japanese pantheon was here to honor the swordsman for his deeds on the mortal plane. Though he did not die in battle, Musashi was still an honored warrior and was spared a life of eternal rot in the Yomi (the Underworld). Izanagi was going to grant Miyamoto Musashi a great honor, one never before bestowed upon a mortal.

Izanagi granted him the title of Kensei, sword saint, for his prowess in battle, and offered for Musashi to become his agent on Earth. Musashi could not say no to a god such as the Primordial Sky, and agreed to the offer. Izanagi smiled and placed his hand on Musashi's spirit form, imbuing him with the power to carry out his mission. Musashi would become Izanagi's hand on the mortal plane. He would be the Hunter of the Gods, seeking out the evils of the world and sending them back to Yomi.

Musashi's spirit was taken by Izanagi and rushed back to the material plane where it entered the young body of a recently slain samurai on a now quiet field of battle as an enemy was about to take it's head. Musashi sudden awakening upon returning to the mortal coil, caused the trophy-seeking samurai to waver and flee in terror of what he believed was a demon. Musashi payed him no heed, instead the warrior took in his surroundings and found a sword laying before him on a cloth of silk. The sword was of amazing quality and bore no signs of wear or battle damage. The weapon seemed to glow with a faint white aura as a single ray of bright sunlight beamed down upon it.

Musashi heard a voice in his head, the voice of the sun goddess, Amaterasu. She bade him to take the sword as a gift from her and the gods. The sword was the legendary Kusanagi (Grasscutter Sword), and would be a great asset to Musashi in his quest. Musashi graciously accepted the weapon and placed it in his belt. When he returned his gaze to where the sword was, he saw that the silk and sunlight were gone. The warrior did not dwell on this, in fact he did not have time to. The samurai who ran off had returned with a small band of his allies to "slay the demon". Musashi did not wish to harm them, and quickly ran away at speeds no mortal man could hope to match.

Musashi's travels took him to Echizen Province where he was taken in by a single father and his two daughters. When asked his name, Musashi thought on it and replied "Kensei", the title given to him by Izanagi. Over dinner, Kensei learned that the village he had taken refuge in was being terrorized by giant lizard-like creatures. The monsters would come in the middle of the night when the moon was high and terrorize the villagers. As they rampaged throughout the village, they would destroy crops, tear down buildings, and viciously kill any who got in their way. They were cold, remorseless creatures who came down from the mountain caves. Kensei listened to the man's tale and agreed to aid the peaceful village in it's plight. The man was grateful, but scoffed at Kensei's claim, wondering what good one warrior will be against the monsters.

Night soon came, and Musashi quickly found out the man's story had been true. A dozen lizard-men stormed into the town leaving death and destruction in their wake, but they soon found themselves face to face with Kensei. The battle was bloody, but quick. When the dust settled only Kensei still stood, peices of the lizard creatures strewn around him. He had slaughtered them all.

The man and his family along with the rest of the village slowly made their way to the site of the slaughter. Looking upon Musashi's handiwork, the villagers were both jubilant and horrified. Despite what he had done for them, none would approach Kensei out of fear. For no man could do what he had done. Finally though, the man who had took him in moved to stand before Kensei and thanked him, calling him a gift from the gods. Kensei cut him off though. It wasn't over. It wouldn't be over until he hunted down the rest of the beasts and sent their dark spirits to Yomi.

Kensei tracked the creature's path through the forest. Somehow he could sense where these things dwelled. It was as though he could feel the evil aura these creatures emitted. Soon Kensei came to a small cave, the presence of evil simply pouring from it assaulting his senses. Kensei entered, and a great battle ensued. One by one, the Hunter of the Gods stalked his prey and slew them. Soon he confronted the leader of the creatures, a great serpent demon. The demon attacked Kensei, mortally wounding him. But, to the serpent's amazement, Kensei's wounds soon healed and the samurai soon attacked once more. The battle was brutal, but Kensei finally claimed victory when he lopped off the demon's head in one, clean stroke.

Kensei returned to the village and informed them that they did not have to fear the night any longer. That night they presented him a small feast in his honor, but Kensei quietly departed when no eyes were upon him.

Kensei traveled the land of Japan, slaying all manor of Oni and monsters, and saved hundreds of lives. Musashi slaughtered the Nue that tried to take the health from the Emperor, he defeated the Ama-no-jaku after it had killed and impersonated the melon-princess, and slew the Bake-kujira which haunted the coast of the Shimane Prefecture. There was no evil too great or too minor that escaped his divine wrath. As Japan grew older and became more modern though, the hero Kensei quickly fell into obscurity and his adventures into legend. He now makes his home in Yokohama where his gathered wealth has bought for him a large property on the city's outskirts. He lives on this property in a modernized version of a large pagoda in seclusion save for visits from his only friends and allies, Hideyoshi Kenshin and Ami Kenshin, whom watches over the property when Kensei is away.

But, despite this his quest did not end.

Musashi continues his work for the god Izanagi, slaying the creatures and followers of darkness wherever he may find them. He has survived through the centuries, a ghost in the modern machine. He does not exist, and it is debatable whether he ever did. His mission is never-ending, but his methods have taken a more secretive approach due to the technology of this new age. It does not bother him though. Kensei does not seek glory or fame. All this legendary samurai wishes is to perform his task for his master and to save the innocent lives at peril.

And as long as there is evil in the world, Kensei will live on to eradicate it from existence.

Power Level: World Level

Powers: Granted powers by the Sky-Father of the Japanese pantheon, Izanagi, to become his chosen champion of the Earth: super-human physical abilities; ability to sense evil around him (30 ft radius) as well as follow the trails of evil beings (provided the trail is still fresh as after an hour it will grow cold and dissipate); a healing factor (think wolverine); wields the Kusanagi (bronze-age style sword, double-edged straight blade blessed with divine power: can cut through anything, even magical enchantments (think Marvel's Ebony Blade); bonded to Kensei's spirit allowing the samurai the ability to summon the sword to his hand as long as they are both on the same plane of existence; enables Kensei to command the winds when in his possession from a simple breeze to a hurricane-force gale)

Attributes
Strength Level: Class 20

Speed/Reaction Timing Level: 30 Mph (but bursts of up to 50 Mph are possible over short distances, but Kensei is unable to keep this speed for long)

Endurance at MAXIMUM Effort: 2 hours (Kensei was given super-human stamina by Izanagi to perform his task of killing otherworldly creatures)

Agility: 5X peak human

Intelligence: Average (sciences & technology); genius (supernatural myths and legends, demonology, battle tactics, leadership, and the arts of war)

Fighting Skill: Mastered (Kensei is arguably the greatest swordsman that has ever lived, and is a master in many forms of armed and unarmed combat)

Resources: Large (over the centuries Kensei has acquired enough wealth and connections to allow him to further his mission without worry along with a handful of minor mystical artifacts he has liberated throughout the centuries*)

Weaknesses: None really, but, despite being blessed with divine might, Kensei is still a human at his core. He must eat, sleep, breath the air...everything a normal man must do. Thus he is susceptible to attacks that effect his breath (suffocating, gases, etc), as well as being able to be knocked unconscious as a human would (it'd just take a lot more force to do it). He can be killed, though it is uncertain what will happen to him if his death truly does occurs...

Supporting Characters: Kensei grew tired of seeing those die around him a long time ago, so he has tried to distance himself from people to spare the pain of loss. Despite this act, Kensei has had an ally in his battle against the forces of evil in the form of a family of monks devoted to the gods of old. Through the centuries, Kensei has allied himself with the children of each generation once they come of age.

Currently, his main allies are a man in his late 20's called Hideyoshi Kenshin, and his sister, Ami Kenshin. Hideyoshi is a fully trained martial artist being taught the ways of his family's duties and history by their father, Ryo. Hideyoshi is a care-free individual in appearance, possessing a strong sense of optimism and humor. Hideyoshi is always trying to look on the bright side of things to brighten his friend's day and get him to loosen up. When the time calls for it though, Hideyoshi can become one of the most serious people you will ever meet. Like Kensei, Hideyoshi puts the lives of others above himself and will do anything to keep his sister from harm.

Ami Kenshin, while still taught the family discipline, took a different path. Instead of focusing on hand-to-hand combat, at a young age it became apparent that Ami was adept in the ways of magic. So she was given proper guidence and training in The Art, and soon became a skilled sorceress. Though not as powerful as some of the other mystics of the planet, Ami Kenshin was able to conjure many wards and enchantments to keep Kensei's place and the artifacts housed inside protected. Ami is a beautiful young women in her mid-20's with rare jade-colored eyes. When she first met Kensei she immediately felt an attraction to the noble warrior. At first Ami dismissed it as the fantasies of a young girl, but those feelings soon grew into something more. However, Ami is reluctant to tell Kensei how she feels for him, though Kensei knows. He has the same feeling towards her, but is afraid to get close to someone in a relationship. Ami is a caring person, and, like Kensei and Hideyoshi, puts the well-being of others over herself. She is a shy person, but tries to keep that from getting in the way of her duties.
Hidden 8 yrs ago Post by nitemare shape
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nitemare shape GM of Create A Hero and Star Wars: Legacies

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So as some of you may know, I'm having a bit of computer trouble and might be a bit sporadic for the next week or so.
Hidden 8 yrs ago 8 yrs ago Post by LeeRoy
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