OOC/Casting Call: Xavier's Institute for Higher Learning

glad to have you.
a nice simple start is nice, but unless your inventive you should get more detailed. of course, you probably know this, no insult intended.

sorry to say the obvious. lets see how far you can get with card tricks... father then me, probably: i lose at every card game
 
Looks like I have a lot of reading to get caught up on before I can figure out how to bring Gambit in...
 
Okay the pop quiz will be a simulation that tests combat skills and it will also provide more clues about what's going on.

I've got to go for now but It should be fully ready by tomorrow night along with approved list for everybody's points and any last minute changes.
 
bio
codename: iceman
real name: bobby drake.
bio:http://en.wikipedia.org/wiki/Iceman_(comics)
powers: can manipulate thermal energy(drain it). he can turn into organic ice, having the ability to regenerate any damage in the form(even if shattered, can come back together). he can also turn into sentient water vapor or water. he can make an ice slide, progectiles, and shields.

offensive
1. can freeze enemys (10-70)
2. throw progectiles (10-100) depending on amont thrown and how big. add 10 damage per hit, 5 if large.
3. flood (20-100)
defensive
1. shield (1-100) depending on attack
2. ice armor (5-60)
3. ice copy 40% chance it will be attacked (never to late to learn a new trick)
hope thats ok shag. takes 5 energy points
4. near invisability. 70% chance he wont be spotted.
5. healing takes 5 points to heal (5 * (damage / 100)
6. ice slide 60& of doging enemy. 80% chance of recuing team member. costs 5 point m.e. per 10 feet traveled.

costs 5 m.e. points to change form(liquid, solid, etc.)
80% m.e. reduction; has superb control, but hasnt reached full poential

this might take awile to complete. (im starting to get lazy :p ) shag i want advice on changing points after im done editing. (might take awile, so if its realy urgent go ahead and pm me. :rolleyes: )
 
Last edited:
Arc da Rat said:
Updated Power Levels & Spells details:

Powers: (1 to 100%)
Able to produce plasma type pyrotechnics from her fingers to the point of them just being “Sparkly Lights” or have a kick to blow out a wall. (The latter is usually done when she is very emotional.)

Examples:
1% = being that Jub is giving out what would look like pixie dust falling around her ...

100% = something like she did when Mandarin captured her & she demolished the building ...

Spells:
All spells have to be recited out loud ... Refresh is the only one that doesn't have the restriction of casted during nightfall or deep shadows ... Coldfire & Darksight last til daybreak ...

Refresh – Cleans & press clothes (1%)

Coldfire – cast a blue/white fire that throws off light & a bone-searing cold almost like liquid nitrogen (10%)

Darksight – she can see as Wraith does, her eyes glow like his w/ same vulnerabilities (10%)

Call of the Hounds – specifically Hunter the leader of “the Pack” which are huge mastiffs that respond to Wraith’s command ... last til dismissed or daybreak ... (5%)

Minion’s Call – specifically calls Squint to her, if he does not find her or Wraith first ... Note: Squint kinda has a mind of his own so even if you dismissed him ... he just might come back on his own ... unless Wraith gives him an enforced command to stay in Shadows (5%)


Does this sound good Shaq? Need more info?


Yep all your points work fine. I only ask one additional factor.

Due to your reimagining (which I welcome) I would like to see the effects of focusing on magic on Jubilee's mutant skills.

Given Jubilee's potential for Destruction after about 30 points of power when she uses her plasma blasts I think that for every 1 percent over there should be a 1 percent chance for her to lose control.


IE: If you were to do a 100 point plasma blast there is a 70 percent chance it will hurt a teammate or a civilian

That would reflect the lack of control over her powers due to her increased time spent studying magic.

But overall it looks good.
 
Jeremy Davis said:
Sorry I've been gone so long -you know how college goes- but i am happy to say that I'm back and i can think of no better way to return that to take up the role I'm so comfortable with...

Name: Gambit

Bio: http://en.wikipedia.org/wiki/Remy_Lebeau


Powers: Ability to manipulate Kenetic energy making objects into explosives with varying powers.

Designation:
Specialty: Field Leader; Covert Operations


Offensive Uses of Power

1. Lock pick (1 - 10) - small charge to open locks

2. Pick a card (10 - 30) - Charged card that explodes once it comes into contact with an object

3. Royal Flush (10 - 100) - Five charged cards thrown with varying charges that explode once they come in contact with an object.

4. Timed Charge (10 - 100) - A work in progress as he hasn't quite figured it out yet. Charging an object with energy but making it so that it doesn't explode for a small amount of time.

Defensive Uses of Power

1. Pick a card (10 - 30) - Charged card that explodes once it comes into contact with an object.

2. Resistant toward Psi scanning. Telepaths can only see portions of what Gambit is thinking (you would have to give a "clue" to telepaths a piece to the puzzle of what Gambit is thinking but they can't control him or know everything)

Other skills: Skilled Hand-to-hand fighter (uses an extendable, adamantium staff); Master Thief


Overall pretty good.

I would just limit the damage he can do with the staff to 10 but it doesn't take away mutant energy.

Also because Gambit rarely uses his powers to deflect projectiles because of the time it takes to charge something with the speed its going I eliminated the royal flush and kept pick a card. So as long as the projectile doesn't have a strength over 30 Gambit could deflect it with is powers.

-The final note is (Feel free to disagree) but Gambit should have to CHARGE his powers meaning for attacks over 20 points you would have to start them in at least one post before you throw it.

The reason is 20 points is quick enough for Gambit to do instantly but more than that it takes time for him to convert the energy and more energy he converts the longer it takes.

The upside is you wont lose any energy if you don't throw it.

the downside is you may have over or inadequately charged some objects.


IE: Using two hands you charge 2 cards (-80 ME, 40 each) and listen to Mystique monolouge. She throws a pebble (-1 ME). You do a pick a card and throw a card (40) so the pebble is destroyed. The other card you can just stop converting (+40 ME)

So you wouldn't be able to "uncharge" a card. You could just throw it or not. If you don't you get the energy back but if its more than 20 you would have to just throw what you charged in the previous post.
 
hey jeremy, heres an idea. how about for every post you dont spend attacking (or getting hurt) gambit aborbs kenetic energy and gets 5 m.e.
 
let3us2be1free0 said:
bio
codename: iceman
real name: bobby drake.
bio:http://en.wikipedia.org/wiki/Iceman_(comics)
powers: can manipulate thermal energy(drain it). he can turn into organic ice, having the ability to regenerate any damage in the form(even if shattered, can come back together). he can also turn into sentient water vapor or water. he can make an ice slide, progectiles, and shields.

offensive
1. can freeze enemys (10-70)
2. throw progectiles (10-100) depending on amont thrown and how big. add 10 damage per hit, 5 if large.
3. flood (20-100)
defensive
1. shield (1-100) depending on attack
2. ice armor (5-60)
3.

this might take awile to complete. (im starting to get lazy :p )


I'll try to help a little. Iceman is a little complicated because he is one of the few common x characters (Storm, Jean Grey, Professor X) ALMOST too powerful to be fun rping with. He and Storm I tend to favor as playable with Jean Grey and Professor X too power.

Because of that and the nature of his powers there will be a couple of things I suggest.

1. Flood -35 ME points : Manipulates water molecules to create a small flood to partially immobilze an opponent

-NOTE: The flood wouldn't work against someone who can fly. If successful opponent can't attack for one turn because they'd be knocked off balance but they can defend

Some opponents like telekinetics or Juggernaut could defend against this

2. Freeze - 70 requires more energy than a flood but takes away more damage (10) in addition to completely immobilizing an opponent for one turn. It can also be used against flying opponents, opponent can neither attack nor defend but it requires both hands (Iceman can't freeze more than one opponent)

3. Ice Projectiles - 10-70 (Some of these can be blades and depending on where they are aimed can kill but Iceman can't generate more powerful than that)


DEFENSIVE

1. Shield - 10-50: Requires both hands (he can only protect one person with this) An attack stronger than 50 his shields cannot protect against

2. Ice Armor -20 ME (Iceman can never have a mutant ME above 80 as long as he wears his armor. 20 is taken away when he puts on the armor or "ices up" and isn't returned til he takes it off ie goes back to human) When his armor is on 25% damage reduction for all but telepathic attacks

Have fun rping him he's one of my faves:)
 
let3us2be1free0 said:
hey jeremy, heres an idea. how about for every post you dont spend attacking (or getting hurt) gambit aborbs kenetic energy and gets 5 m.e.



Gambit can't absorb kinetic energy as much as he converts it.


Gambit like Iceman and Vulcan can manipulate energy.

Iceman and Gambit can manipulate specific types of energy (thermal in iceman's case, kinetic in gambits) where as Vulcan can manipulate every type.

NOTE: Though all three are omega level, potentially Gambit is the most powerful of all
 
Shaq said:
NOTE: Though all three are omega level
already knew that. if iceman manipulates thermal energy, shouldnt he be able to do a human torch and flame on?
perhaps i misunderstand thermal energy.
 
let3us2be1free0 said:
already knew that. if iceman manipulates thermal energy, shouldnt he be able to do a human torch and flame on?
perhaps i misunderstand thermal energy.



Honestly?

I think so. Iceman has never come close to tapping his full potential.


Wikipedia and some other source I can't remember had a REALLY good article explaining why Iceman is potentially so powerful and he's just such a underacheiver (as I think I am)


Most people think his power is to project cold but that is impossible. Cold isn't an energy, its the absence of energy (heat)


So when Iceman is doing things to make them cold, he's not controlling cold he's controlling heat.


He has the power to psionically dissipate molecules in an area to make them cold. In the Ultimate universe they say he is psionically slowing down molecules so things become cold.


either way you can ask the question, if he is able to control them by either slowing them down or dissipating molecules can he control them in a reverse way?


Can he speed things up or condense molecules?

Remains to be seen but I think he can.

I honestly think Iceman potentially can manipulate thermal energy completely to produce heat or cold.


Seriously, Iceman is potentially more powerful than Professor X, and most X-Men.

Apocalypse estimated him to be one of the 12 most powerful mutants on the planet.



I personally think he is higher than that.
 
let3us2be1free0 said:
codename: phycho

real name: jake hokey


power: has a warped phycology which allows his body to transform into a superhuman maniac. He gets enhanced sences and bosted streanth and agility. when in phycho mode he is extremely sneaky and crafty. his body can shrug off damage, and he really dosnt care about pain so it dosn't affect him much. his normal body heals quickly, and almost constantly regenerates cells while in phycho mode, so his body can shrug off damage that way. he is a little like jason and a bit like the hulk . this might be updated. jake has some decent investigation skills, and is ok at driving. he might get some power concerning radiactivity. or he may gain magic if his human self studies it. depends.

destination : student; generation x

specialty: is good at scouting since he is cautious as a man and has the streanth of a madman. he is also good at combat as the phycho is very instinctive and skilled with most hand held weponds. jake is trained with some sidearms and with more practice can be an expert. he can also interact with many forms of life wihout fear, and feels the same way towords aliens as he does twords hunankind.


plain human-could be undercover
(offensive)
1. can use martial arts (5-35)
2. can use weapons (knife-blade)(10-40) (must get from Forge, can't recharge, 20% damage augmentation if thrown)
3. side arms, explosives, (10-30) (must get from Forge, can't recharge)
4. Psycho Mode -25 ME -Strength augmentation of 25%

defensive
1. heightened instinkes and reflexes 10% damage reduction in human mode, 40% damage reduction in Psycho mode


3. Cellular Regeneration (add 5 points of health health per round)

In Psycho mode his health regenerates at 15 per round


Note: resistant to Telepathy due to healing factor IN PSYCHO MODE,



.

I have to say the more I read about your power the more I liked it. The reason is it seems pretty plausible. Going crazy at times is actually a definite "mutation" in the sense that it is verified and recognized adaptation that can aid in survival (as opposed to phenomenon. Going crazy can be a defense mechanism and an adaptation.

I edited your points some. You can tell me how you feel about it. One of the big things I did was simplify it. You show a deep understanding of the character so that means he's well thought out which is good but the points system is as much for other players as it is for oneself so it was a bit too much to absorb.

Human Mode and Psycho Mode are too good distinctions.


Generally, Psycho would be good at close range combat with limited long range potential once he acquires weapons.

Psycho mode would be something you could go into when you want. One alteration is this: Psycho developed his powers as a means to survive. I like how you define him as sneaky and crafty. I think he should be designed to be the ultimate survivor.

Hulk isn't the ultimate survivor he's just powerful. The way you described Jake he is a true mutant in that he evolved. Based on that he should have more limitations that Hulk but could be more interesting.


I don't think he should be able to save others when he's in survival mode. The reason why saving others makes one LESS likely to survive. So in psycho mode you would be a dangerous killer and you could escape a situation but you wouldn't be the best teammate.


Those are the benefits versus detriment type strategies that are allowable with that distinction.

Let me know what you think and if you feel points should be adjusted somewhere.
 
sorry, but iv been passed out for the last 12 hours or so. im not sure if my body is built for the rpg's world :) . i did look at what you wrote, and have a few thisngs to say. one is that i just threw the hulk thing in cause he gets stronger and turns phycho with rage. it was really just to help out with understanding the charecter. but i apreciate the deep thought on it. maube ill use what u think i the charecter. i agree with you that he shouldnt save teammates in survival mode. i put that in cause everyone else had it for defensive. my bad :p . ill look at the point system you have and see what i can do. and i agree that iceman is probably more powerfull then the 12 powerfull mutant. i knew i liked him for a reason! :cattail:
 
im slightly disapointed in the points system. i mean, anyone would feel bad to have all that work shrunk. but i hjave to say, it looks very simple :) . ill look at it some more, but i think i like it over all. good job shag. o, and he can get more powerfull with experience, does that include percentages as he gets more control (and experience) with his body?
 
how bout if he foucuses his anger, then i add 5 damage to whatever damage he wanted to deal with martial arts? anger= 0+ (5* however much he is ticked of normaly (including mansion?)) it would cost 10 points per foucoused, and i would keep track of it at the top left corner of the screen. that way i would do all the work. what do u think??
 
let3us2be1free0 said:
im slightly disapointed in the points system. i mean, anyone would feel bad to have all that work shrunk. but i hjave to say, it looks very simple :) . ill look at it some more, but i think i like it over all. good job shag. o, and he can get more powerfull with experience, does that include percentages as he gets more control (and experience) with his body?


I would recommend saving what you wrote and as the game progresses (eventually characters will get stronger as they practice more and master their powers) then more can be added.

These are some things to keep in mind


1. ALL the students should not be very powerful. I did a checklist of 6 general categories to check in the opening post. I said typically, students should be limited or weak in at least 3. Even students with lots of raw power had limitations to check it in others. User created characters (not you specifically, I'm using 90% of other rps as an example) have the largest tendency to be Godlike and unreasonably powerful so I've also been very watchful of that.

2. I am a firm believer that a hero is only as good as their villains. The X-Men are defined as much by Magneto. So far we have Hellion, Magik, Feron, Skoll, Cyclops, Iceman, Gambit, Wolverine, Beast, Nocturne, Warfly, Psycho, and potentially Rogue, Shadowcat (ankara will have internet again in september), Wraith, Jubilee and others.

For the thread to survive we will need to reply more on teamwork and invention with limited powers than just every single player being able to take out someone on their own.

3. Powers should be consistent. I hope he doesn't mind but I'll use Warfly as an example. I thought his description of him was excellent.

-Being a fly is a plausible mutation but some of his early abilities included the ability to morph his hands into a claw. That was one of the "add on" powers that didn't flow consistently from his main power and physiology.


With Psycho, being like Jason is a great way for him to be potentially. A human really could mutate like that next to radiation. But there should be a limit to the amount of strength he can generate unlike Hulk who has virtually no upper limit.


Forge is the one in our thread who gives additional things like armor, weapons and things like that. They will also be available on certain quests and missions and whoever wins them gets them but students aren't allowed to just walk around Xavier's with knives.

It hasn't been stated but implied that the superhero registration has taken place and the heroes who are allowed to be heroes are more monitored.

Psycho is still just a student. He doesn't have money and he isn't an X-Man. How could he A) afford armor B) Why would he need it at the school?

Impress a team lead and tell him you want Forge to make him armor.

Recharge knives means you'd have limited amount. 2 or 4 and if they get lost you couldn't just throw an endless amount of knives or explosives. You'd have a finite number to take on missions.
 
let3us2be1free0 said:
how bout if he foucuses his anger, then i add 5 damage to whatever damage he wanted to deal with martial arts? anger= 0+ (5* however much he is ticked of normaly (including mansion?)) it would cost 10 points per foucoused, and i would keep track of it at the top left corner of the screen. that way i would do all the work. what do u think??


A mutant energy reduction percentage would be more appropriate I think. Damage augmentation is for mutants like Juggernaut and Collosus.

Psycho is still relatively normal just very enhanced. I don't think his strength is superhuman like say Apocalypse.

That doesn't mean he's not very strong.

I would recommend having a limit of around 40 for the damage he deals out with a 50 percent mutant energy reduction when he is psycho and 10 when he is normal.
 
Sorry for the hold up everyone.


Even if your points haven't been settled adjustments can still be made during the battle to show what is eventually agreed upon.

I'm on the west coast now so I forget my evening is beginning when some of your nights are over but by tomorrow morning the Danger Room mission will be apparent.

This time it will happen like a normal danger room mission in the thread.
 
Shaq said:
A mutant energy reduction percentage would be more appropriate I think. Damage augmentation is for mutants like Juggernaut and Collosus.

Psycho is still relatively normal just very enhanced. I don't think his strength is superhuman like say Apocalypse.

That doesn't mean he's not very strong.

I would recommend having a limit of around 40 for the damage he deals out with a 50 percent mutant energy reduction when he is psycho and 10 when he is normal.
you alrady put a 40% m.e. reduction in phycho mode, but im more then happy to change it to 50%. and if i read you right your saying i can keep the anger system, but make it so that theres a m.e. reduction instead of damage whatever? probably 10% m.e. reduction right? im trying to keep it simple, sorry about trying to make him too strong before. :( . and like i said before, try to keep relaxed. :) . and feel free to update the danger room challenge at anytime, we are all ready for it. :nana: . it dosnt matter if u do it in the middle of the night. ;) . bye!
 
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