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Crock's Wormverse Fanfic! 
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Backstory!
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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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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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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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The setting for the majority of the role-play is within the fictional city of Brompton Bay, located north of Boston in an undisclosed State. Brompton Bay, once a booming port city happens to now 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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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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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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Your character has either only recently discovered they were a Parahuman or have been a Parahuman for some time and have simply chosen to hide their powers or live as a Rogue using their powers in civilian life. In any case, your characters will start for the most part as amateur capes with the start of the role-play being the first time they've gone out in costume. The warning for the Deathbringer asked for any Parahumans in Brompton Bay to gear up and report to the Bay to volunteer in the effort to face it. With the entire town of Brockton Bay and it's entire population at risk, you've been moved to don a costume and an identity and volunteer to help face the threat. 
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Your character has decided to take up their costume and make their own impact on the now disorganized Brockton Bay. 
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Your power along with how you got it will play a pivotal role for your character in this role-play. Please refer to the section on how Powers are determined and sort out your character's power before using the final determined power to fill out the Character Sheet. In preparation for heading out to face the Endbringer your character has settled upon both a disguise to hide their identity as well as a cape name. 
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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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Name: Frieda Gierhard
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Name:
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Age: 32
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Age: 
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Appearance: A rather hideous crone with scabby facial features and stretched skin that looks to be cracked and crinkling tight at the face. Eyes are milk-white and seem to glow lightly when not hidden. Her arms are monstrously long and end with sharp claws, specifically for tearing. Legs are a little hunched forward and end with crow-like talons. Frieda is tall with disproportionate limbs, standing at about 6'3 in height thanks to her long, bent legs.
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Appearance: 
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Frieda's current skin resembles a young looking woman that's probably about 5'7 in height. She has blonde, lengthy blonde hair and light blue eyes.
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Backstory: 
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Backstory: She woke within the wilds of the woods. Frieda hardly really remembered anything aside from her own name, language, and other general things that are vital to living a relatively normal human life. Frieda was surrounded by woods and floral life for as long as she could remember, and found it to be quite the wonderful sight! The young Frieda was wowed and amazed by the beautiful wildlife before wandering through to find the first lake she saw in her 'lifetime'.
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Power: 
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Unfortunately anything she'd approach ran and left her alone. She saw mostly animals, and while she cropped this up to be in their nature, the lonely Frieda found herself confused as to why everything wanted to avoid her presence. Something about them drew her though. The lonely silence was drowned out by the beating of their hearts.
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Cape Name: 
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Then, she'd pass the lake
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Costume: 
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What looked back at her was absolutely hideous. Ugly, horrendous, and completely horrifying. Frieda, disgusted and revolted by her own hideous appearance, Frieda shrieked and wailed for what felt like hours.
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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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Lonely and afraid, Frieda began to create her first clones from a fish, clawing at where she heard the noise, and in time, learned to grow new friends.
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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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She continued living isolated and alone like this for a while until a hiker found her along her travels. Eager to speak to someone that could possibly be just like her. Only...Frieda saw that the hiker was a beautiful woman, and so, she lured the hitch hiker off before killing her.
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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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She wore the skin, which bound her form into that of the hiker's. From there, she'd wander out from the wilds, building her flock over time until she found herself wandering into civilized society two or so days after the death of the hiker. Fortunately, she managed to integrate relatively well and learn the rules of the world, but she'd keep her powers mostly hidden, claiming them to be simple 'augmentations' and mental control over a limited scope of animals.
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Imperfect Creation:
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Frieda may replicate a slightly imperfect clone of any object she desires. This clone is imperfect in the fact that it also develops a mutation to the GM's discretion, be it for better or worse. To create the clone, Frieda must rip the heart or core of the desired creature from place, before planting it into the ground to cause the core to rebuild and create the clone. Frieda may repeatedly kill clones to recreate them, improving on their mutations, or even rendering them useless should they somehow receive crippling mutations she dislikes.
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Frieda may clone any living creature or plants, such as cacti or trees. Frieda may stitch together two cores to create a new core suitable for a clone that fuses together both creatures into one abomination. Frieda may have up to 5 clones at any given time. 
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Second Skin: Frieda may wear the skin of a living humanoid to assume their appearance. This skin decays over a course of time and reveals her hideous form. The skin shapes over her body so that she resembles whoever she flays perfectly.
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Crowley the Owl: A three-eyed owl. Larger than most owls, with enlarged talons. Capable of  spying and surveying the area for Frieda.
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Lenny the Wolf: Large muscular dire wolf with ridiculously large claws, and an unusually wide snapping mouth.
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Clicker the Deer: A wide-eyed, tall deer with longer legs than normal. Not too good at fighting. Gets its name for the habitual clicks it makes when it grinds its teeth together. Mostly used as a mount.
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Cape Name: Evowlve. Hags can make puns too. Often goes by 'Eve Owl' to keep things more serious.
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Costume: A dress made entirely of plucked owl's feathers, with a large owl's head worn as a hood.