Crockidile

Crocks Wormverse RP

Apr 18th, 2018
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  1. Crock's Wormverse Fanfic!
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  4. Backstory!
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  6. Set in a world very similar to modern day Earth, 50 years prior to the start of the role-play, people all around the planet began to receive super powers without explanation. This soon gave rise to people donning costumes much like the heroes in comic books and using their powers to help others. Shortly after, criminals or otherwise less morally inclined Parahumans began to don costumes or second identities as Super Villains. Society consequently shifted to accommodate Parahumans and various organizations of heroes were formed to keep the Super Villain community around the world in check. Parahumans that chose to hide their identities behind code names and costumes soon became known as "capes" while those who decided to integrate their powers into their civilian life soon came to be regarded as "rogues".
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  8. While the introduction of powers allowed for many technological advances around the world, overall the presence of Parahumans have done society more wrongs than goods. Super Villains and the conflicts between them and other capes have resulted in the destruction and collapse of society in many of the poorer parts of the world. Even in Western Civilization, many cities and even some entire European countries are under the control of either a powerful individual cape or a group of capes. Various World-Ending Threats loom over society alongside the delicate balance between villains and heroes and even global tolerance of capes is on the decline.
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  10. The setting for the majority of the role-play is within the fictional city of Brockton Bay, located north of Boston in an undisclosed State. Brockton Bay, once a booming port city, now happen to be one of the top 10 cities within the United States in terms of cape population. After the rise of Parahumans, gang warfare between cape led criminals ended the local shipping industry and forced a significant economic strain over the city. The destruction of surrounding major cities resulted in a heavy influx of migrant citizens, heroes, and villains which further stressed the inhabitants of the town and drew the attention of America's Cape Organization the Protectorate. The Protectorate assigned a dedicated team of heroes to the town of Brompton Bay and they were successful in reigning in much of the crime going on within the city and establishing order in most parts of it as well. In modern times, the city has recovered immensely and even has a thriving tourist industry in the better parts of town while the worse parts were more or less abandoned by the Protectorate and left for the gangs to fight over.
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  12. A week prior to the start of the role-play, a warning was issued to the city of Brompton Bay foretelling the arrival of one of the three Endbringers. The Endbringers are three massive monsters who started to make an appearance 30 years prior to the start of the role-play who take turns appearing at populated cities and causing as much destruction and death as possible. Their arrival always calls for a truce between heroes, villains, and rogues in the area to unite with the common goal of either fighting the Endbringer until they deal enough damage that it retreats or reducing the amount of destruction it causes.
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  14. The Players who were present during the start of the role-play faced the Endbringer as part of the role-play's prologue and managed to force it to retreat before it could level the city. Before it's defeat the Endbringer had slain multitudes of well known and powerful capes, both of the hero and villain variety. This left a power vacuum which has prompted the Protectorate to retreat it's forces from the mainland of the city and into their local HQ where they've focused on relief efforts and protecting civilians from the ensuing violence between rival gangs and newly arrived capes.
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  16. Your character has decided to take up their costume and make their own impact on the now disorganized Brockton Bay.
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  18. Character Creation!
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  20. Your power along with the trigger event that awakened it will in most cases define your character's life. Most powers warp the personalities of the capes they belong to in various degrees, some barely noticeable, and others very noticeable. Keeping that in mind you should flesh out your power and trigger event with me first before filling out the rest of the sheet.
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  22. Character Sheet -
  23. Name:
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  25. Age:
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  27. Appearance:
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  29. Backstory:
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  31. Power:
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  33. Cape Name:
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  35. Costume:
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  37. Unless you're a case 53 your character will have gained their powers through a trigger event. A trigger event is almost always the lowest point of someone's lives and the conditions surrounding the trigger event are what dictates a person's power. I will provide a chart and an example trigger event upon request when making characters. If you do have a specific theme or an idea that you would like to execute feel free to let me know and we can work together to make sure it works. After creating a trigger event I will generate 3 different powers based off it.
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  39. Inherited Powers: Children of one or two capes will often have elements of their parents powers entwined with their own if they trigger and gain power.
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  41. Case 53's: For the past decade or so, Parahumans have woken up in various towns across North America with no memories and monster-like appearances. These Parahumans are all branded with the same strange symbol-like tattoo and have been increasing in prevalence as time went on. The Protectorate has acknowledged this situation as their 53'rd Parahuman case file and because of such have regarded monstrous Parahumans who are found in such conditions as Case 53's. Players who choose to be Case 53's will be given the option of three different monstrous forms/powers at the cost of a portion of their lives being wiped from their memories.
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