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Dice WORM: colors and gangs

GoblinNerd27

Jibba!! Jibba!!
this is the over view of how the system works along with the gangs currently active in the city. and other things your characters would know.


Plot: The main story is a small group of capes (The players aka you guys) who are trying to get into the eyes of the main gangs of the city. The colors available for trying to gain infamy is the colors red, orange, and green. the main gangs are represented by colors and of course gaining reputation is hard so there's that. it makes it easier if you acted like criminals or (hint hint) did something that the other gangs don't do or haven't considered doing.


City of ikebukuro


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Dice system



this system uses only d6's. meaning depending on your rank in a skill that's how many d6's you roll for that skill. To accomplish an action and decide the winner you just need to get a high score. the higher the score the most likely you'll win or succeed at a action.


this is the line up of ranks and how many dice you can roll with that rank.


None= 1d6


Basic= 2d6


trained= 3d6


Adept= 4d6


obsessed= 5d6


Combat/encounters


The start combat you roll athletics and that's how we decide who goes first in initiative order. Then you have two standard actions each turn which includes a skill roll and movement. For attacking you can either roll power or combat to dodge, block, or attack if you can (by the way the more creative you are in description and use of skill I'll let certain things slide). when you hit you will roll 2d6 for damage and if your holding back then you roll 1d6. for guns they roll 4d6 and holding back is 3d6. if your using grenades or an explosive object (not including powers) then you roll 3d6 and if holding back then 2d6 is the damage.


Combat/power roll modifiers;


Dazzled: -1 to rolls, attacker gets +1


entangled: -2 to rolls, Attacker gets +2


flanking: +2 to rolls


invisible: +2 to rolls, Defending -2


on higher ground: +1 to rolls


shaken or frightened: -2 to rolls


squeezing through a space: -4 to rolls


behind cover: +4 to rolls for defense


blinded: -2 to rolls


cowering: -2 to rolls


helpless (meaning unable to defend yourself or to act without help): -4 to rolls


Kneeling or sitting: -2 to melee and +2 to ranged rolls


pinned: -4 to rolls


prone: -4 if your the prone one and +4 to the one attacking the prone


stunned: -2 rolls


Mounted (Vehicle, creature, etc that you can ride on or in): +1


When falling from any height if its with in 10 feet you take no damage but for every ten from there you take 1d6 of damage (20 feet=1d6, 30 feet=2d6, 40 feet=3d6, etc)


In case of a tie between score all people involved with the action must roll a d6 and the one with the highest score wins the tie-breaker.


The way a character dies is if you reach below zero and your at the negative numbers of half your health (example; you have 20 health which means you'll die at -10 health)


Current gangs that are active


Main gangs



Dollars gang: Current membership count:???


This gang is notorious for being a gang that isn't represented by a color and can only be joined by invitation only. They have a website that they all talk and meet each other in and are mostly online but are starting to become ore active each day gaining reputation about how strong they are. They are led by someone named by his cape title named Arch-Dragon.


Blue-Squares: Current member count: 70


Generally saying this is a normal gang as far as crimes they commit, but can be said they are violent when they need to be. They are enemies with the gang known as Yellow-Scarves, And known to have many conflicts with them. They are lead by three capes known as Sleep Spell, Oil Slick, and WindTunnel


Yellow-Scarves: current member count: 72 (they are represented by yellow but that color is hard to see on this)


This gang usually wears yellow bandanas on their necks or some form of yellow attire. They are at constant war with the gang known as Blue-squares. They are lead by a cape that goes by the name Body Part.


Dragon-Zombie: Current member count: 96


This gang is a large biker gang and well known to be violent as well as act as mercenaries. Lately they have been deciding to stay out of the public eye. They run illegal races in the city. They seem to have no official leader. They are usually seen wearing something that has a skeletal dragon on it.


Heavens Slave: Current member count: 33


This gang created a unique drug known as Heavens Slave. They deal and produce drugs in the city. they have this tattoo on every member.



latest






Minor gangs


Snake Hands: Current Member count: 20


A small gang that claims to do free lance work as in body guarding, mediating conflicts, and private investigations into criminals. There's rumors of capes in this gang but known has been proven yet.



Nebula: current member count: 34


They are sometimes called "Nebra" which seems to anger them. Not really a note worthy gang.



Amphisbaena: Current member count: 13


They run all gambling in ikebukuro. They are under the control of Dragon-Zombie.



(they're symbol)



latest



The Crew: current member count: 6


this is probably the largest group of capes that work together in ikebukuro. It is said they hang out in a van and other then that not much is well known on what they do. The capes in this group include Passport, Burn Track, Stomach Lining, Sadness, Bypass, and Ballista.



Chat Room: Current member count: N/A


This is an online site where anyone can join and talk about cape related topics. All users do not have the option to post pictures of themselves and the site itself is un-hack able. This site also allows people to have private online chats as well as alerts all users of important news related topics involving capes. Think of it as myspace mixed with facebook and nothing of you is shown or can be found on this site.



Powers/Cape society


There are three ways to get powers in this world. the first way is to go through a truly traumatic event (it can be physical or mental) and this event is known as a "trigger event". The second way is to be the child of a cape who already has a power, and usually your power will be the same or a variant of their power (note this means that if your a older brother or sister then your younger sibling has a good chance of having a power as well). and last is the case 53's, these are people who usually don't have a normal physiology and don't look human. their power is associated with their physiology, and they have no memories of anything besides waking up somewhere with a stylized omega symbol somewhere on their body.



What "Cape"
means is a person with powers. That's what civilians call them. You should have costume and a cape name since you'll be committing crimes and being arresting you would be easy if they see your face.


Para-Human Response Team;


this is the branch of government involved with cleaning up messes that capes cause, helping them integrate into the city, and creating the two teams of hero's known as Protectorate and the Wards. In this city however there is no P.R.T. presence (of major note anyways) that is noted which makes this city an easy place for villains to do crimes, but there is a maximum security prison meant for capes in this world known simply as "The Pit". It's said to be located somewhere in Nevada in the U.S. and meant for any capes who are a threat to society. there's been only one known escape but other wise The Pit holds all it's prisoners down in the ground and unable to escape unless given the power to.


End Bringers:



in this world end bringers have not shown up yet and there is no such thing as end bringer measures of defense if ever one did come. so there is no knowledge of these giant monsters here...at least not yet ;)


Power Classification


There is a classification system for capes and authorities to rate powers. The classification numbers go up to 10 (meaning super man level of strong) to measure threat level.


when you are brought down to 0 or below by means of lethal force you get to roll 2d6 and if you roll a 12 you will not only fully revive but your power will evolve/change.


Mover


A mover has the ability to transport themselves and/or others to other locations, by means of enhanced speed, teleportation, flight, vehicles or the like.


Shaker


A Shaker can affect a broader area, asserting some degree of control over the battlefield. May include gas, explosions, force fields, and ambient or radiated effects. Most wide-area-effect, force field and space-time manipulation powers fall under the Shaker classification.


Breaker


A breaker is those who have some ability to ‘break’ the natural laws of the universe as far as those laws apply to them. This is frequently a side effect of powers to prevent them from harming their owners. They typically have the ability to alter themselves to a different state in which they maintain different abilities. Appends other powers, but only in this state. Can also include general altered states.


Brute


A Brute classification typically indicates enhanced strength or durability, capes who are most dangerous in a melee and are typically very difficult to put down. While the execution may remain fairly stable, the source of this power can vary.


Master


A cape whose powers let them control others or create minions (be they humans, parahumans, animals or specific objects). Can range from ability to control simple insects all the way up to superhuman/projections. Varies from area (touch to long distance), number of beings affected (one being to nearly infinite), simple commands to absolute control and across a spectrum of time lengths and programming (short durations vs. indefinitely or programmed commands).


Tinker


Covers anyone with powers that give them an advanced grasp of science. Lets them make technology years ahead of its time. They can intuitively create or alter many devices beyond the usual restrictions of knowledge, resources and physics. Tinkers are less dangerous when removed from their gear, but should not be assumed to be harmless. A typical tinker can artificially assume any number of other classifications, depending on specialty. Specialty should be appended to the classification in every case possible. Many Tinker devices cannot be maintained or used safely by anyone except the Tinker in question.


Blaster


A cape with ranged, offensive attacks of some form. Can include blasts, thrown or moved objects, grenades. Not always damaging, but generally deleterious.


Response varies greatly depending on the nature of the blaster. At low levels, cover is highly recommended. At higher levels, movement is a higher priority, and cover should be assumed to be useless.


Thinker


Possesses enhanced knowledge, skills and/or perceptions beyond any reasonable norm. Includes clairvoyance, precognition, skill acquisition, enhanced hearing and enhanced sight.


Striker


A cape with the ability to apply some effect by touch or at point-blank range. Has a power that applies on physical contact. Often applies a changed state, like the breaker classification, but isn’t personal. Melee range, including strength only without any durability, else it is classified as a Brute power.


The striker classification could include certain Breaker effects as they were applied to things other than the cape themselves, but not always. Other strikers included those who used energy weapons, those who had certain kinds of super strength that weren’t accompanied by durability and those with pyro kinesis or such that didn’t extend more than a foot around them.


Changer


Can alter their form, appearance, and/or natural abilities through some manipulation of their bodies. Does not include new powers beyond natural weapons, armor, or durability.


Trump


Can manipulate powers in some capacity, altering, granting, strengthening, weakening or removing them entirely, or has powers that interact solely with the powers of others. Can have different powers or effects based on circumstances.


Stranger


Stranger powers predominantly lend themselves to infiltration. Ability in question might bypass defenses, mislead, or help to avoid notice or otherwise affect a person's mind.


there is also the Manton Effect, The Manton Effect refers to a parahuman's inability to affect a living being though powers that effect living beings seem to be exempt. This effect prevents telekinetics from crushing someone's heart inside their chest or force field users from bisecting a person. also their is no mind reading abilities allowed.
 
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