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No Man's Land Act 4: Exodus

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Post  Amazing Pan-Sensei Sun Aug 03, 2014 3:53 am


No Man's Land Act 4: Exodus Act_410

It has been five years since the fall of Vulture Team...

The Golden Age of Crime begins...


It is the year of 2048, and the world is embroiled in chaos. The age of countries and borders are over, governments have been replaced with warlords hungry for power and riches, fame is determined by how dangerous a man is, and crime rules over all. They are known as Super Criminals, a special breed of criminal first used by Paladin Industries referring to lawbreakers beyond what typical law enforcement could handle. They do not merely commit crime for profit, but for fame and power, or even to rule the world. They use outlandish abilities harnessing mutations, cybernetics, and possibly even their minds. They are not faceless criminals, but personalities with charisma. Basically they're supervillains. Super Criminals have become the dominant force on earth. They gather into group, they lead entire organizations, the rule countries. With the rise of this new class of criminal, the Golden Age of Crime is in full effect.

This all started five years ago, in a city called No Man's Land. A now legendary Super Criminal group known as Vulture Team ruled the land, facing off against once legendary Super Criminals like The Inquisitor, Mario Falcone, and Citizen Ross. These individuals held infamy outside No Man's Land, and their defeats brought all eyes upon Vulture Team. Then there was an event known only as the Kraven Incident, where the Super Criminal Kraven took control of the city and destroyed the city of Los Angeles and Chicago. Though the media reported that Paladin Industries had dealt with him, everyone knew the truth... it was Vulture Team. The chaos brought about by the Kraven Incident awakened a new generation of Super Criminals. Scarlet City and Paradise Bay proved to be hot beds for such people. Meanwhile, The Cartels in South American began to grow in power once more, the Assassin's League once again became publicly active, and rebellions rose up in Japan, notably in Satsugai City. The situation grew worse and worse until finally, everything went to hell as Charles Paladin went missing, presumed dead. All of Canada was destroyed, and to this day nobody knows how or who did it. Paladin Industries' entire central command seemed to disappear overnight. And lastly, it was reported that Vulture Team was exiled from No Man's Land. There were reports of them operating in the Mojave for some months, but then they disappeared as well, presumed dead. Without Charles Paladin, Paladin Industries fell apart, and the only active law enforcement agency in the world with any amount of power began to fall apart. The various projects Paladin Industries created to give welfare to the populace and stimulate the economy of he world fell into disrepair. The Golden Age of Crime began...

And that brings the story full circle back into 2048 once more, to a region known as "The Wild West". It is a hot bed for Super Criminal activity, where some of the most dangerous and colorful outlaws roam the earth. There is news of Paladin Industries restoring itself to its former glory, with the support of the Vigilante group "Absolute Justice". A mysterious group known as "The Church of Crime" is gaining infamy for their ruthless slaughter of entire settlements. And there are rumors of a secret society known as "The Outsiders" setting up a base of operations within the West. Yet, it is none of these events that awaken the beginning of a new tale, rather... it is the appearance of an infamous Super Criminal once thought dead. Kraven. It was reported throughout all the world... the infamous Super Criminal and mass murderer Kraven has been captured and will soon go on trial. By whom? The previously mentioned "Absolute Justice". This news shook the world to the core, and brought about a series of events that would change the world forever...



Last edited by Amazing Pan-Sensei on Wed Dec 17, 2014 6:07 pm; edited 1 time in total
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Post  Amazing Pan-Sensei Thu Oct 09, 2014 12:02 am

No Man's Land Act 4: Exodus Psychics_zps302f915c
〖Psychics〗

Psychics are an enigma, according to Black Dragon's records they've existed as far back as 2000 BC, yet they were a rare specimen. However, over the last few centuries the population of psychics on Earth has increased exponentially due to Black Dragon's selective breeding to produce more psychics. No one knows the origin of psychics, in fact no one quite understands how they work. It has been deduced that psychics gain their abilities from some anomaly that happens in the brain, as all psychics have abnormal brain sizes or colors. All psychics have the ability to feel the emotions and motivations of other psychics. In addition, psychics often have spectacular powers, levitation, psychic blasts, mind-reading, illusions, the list goes on. They are usually limited to ONE special power per individual however. Most psychics develop their powers in their teenage years, but there are exceptions, especially as the psychic population of the world increases. Psychics are believed to be some of the most powerful individuals in the world, they are feared and shunned by most of society. Many believe them to be demi-gods, however, those with great knowledge on psychics know they have one great Achilles' heel. A psychics' power will weaken if they are confronted with something that they fear. They can outright lose their powers completely when confronted with a phobia. In addition, psychic powers rely on the willpower of the user... which means the target of a psychic can make that psychic's powers go null and void if they simply out willpower them. On the opposite side of the spectrum, psychics have an additional form which gives them great power, but also makes the user lose a grip over their own emotions. This is known as the "Awakened State" which only two psychics are known to have ever unlocked: David Krueger and Josephine Beaumont, with only Josephine Beaumont unlocking the state naturally. Psychics are fearless in this state, and as such their natural weakness is not available. They regenerate all wounds, and gain new abilities, in addition their original powers are increased tenfold.

〖Strengths and Weaknesses〗
+ A superhuman ability
+ Ability to sense psychics
+ Potential to unlock "Awakened State"

- Shunned by most of mankind
- Fear is your biggest weakness
- Users will often get chronic headaches
- Enemies can use their willpower to avoid your attacks

〖Rules〗
- Only one ability unless you gain special permission
- Your characters' fears MUST be stated on their profile, most likely in the Extras section
- You NEED permission for your character to unlock Awakened State, and you NEED permission EVERY time your characters uses the state.



Last edited by Amazing Pan-Sensei on Sun Nov 30, 2014 6:11 pm; edited 1 time in total
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Post  Amazing Pan-Sensei Thu Oct 09, 2014 12:32 am

No Man's Land Act 4: Exodus KillerGene_zpsc7db9e39
〖Killer Gene Humans〗


Even lesser known than the Psychics are the Killer Gene Humans, an even rarer species. Legend says they are the descendants of the first to murder, "Cain", whiles others simply write Killer Gene Humans off as another type of "Freakshow". Killer Gene Humans are almost always hunted down, especially by the Vigilante group "Absolute Justice". They are considered to be incredibly dangerous, with several cities outlawing them. In many ways, their fears are understandable. Killer Gene Humans are unstable, psychotic messes, with their animalistic urges amplified tenfold. The Killer Gene itself is simply a single gene, which often lays dormant through an entire human's lifetime. However, if it is active, the human will become a Killer Gene Human. Most KG Humans can activate and deactivate the gene at will if they are taught to do so.  There are known to be three levels to the Killer Gene. Levels 0, 1, and 2. All Killer Gene Humans are controlled by their animalistic drives, with their urges becoming stronger and stronger with each level. Level 0 Killer Gene Humans are those who cannot control their Killer Gene. It is always active, at all times. This is either through lack of restraint or simply never being taught how to control the Killer Gene. Level 0 Killer Gene Humans do not get any of the benefits from the KG, though their pain is dulled greatly. Since the KG is always active, they will always be driven by their desires and urges. This can often manifest in the urge to hunt, mate, or simply be at the top of the food chain. Yuri Dragovich, otherwise known as Kraven, is a Level 0. Level 1 Killer Gene Humans can activate and deactivate the Killer Gene, they are often free from the effects of the Killer Gene so long as it stays inactive. However, once its active, they descend into beasts just like everyone else. However, they do not feel pain, their perception and reflexes are enhanced, their strength is doubled too. Activating their Killer Gene would make them incredible killers. Finally, there is Level 2, which takes years of training and controlling one's urges to simply use. Learning self-control is paramount to reaching what is considered the pinnacle of the Killer Gene. Level 2 Killer Gene users can shift between no Killer Gene, Level 1, and then finally Level 2. Level 2 grants the user superhuman speed, increased perception, and full control over their animalistic needs. However, great pain is needed to activate Level 2. There is a wanderer of the desert known as "Red Masque" who is rumored to teach the path towards self-control. Legend says that if one were to find him, he will be kind to you and welcome you as his family. He will teach you to control your desires and after some time, he will invite you to go on a pilgrimage with him.

〖Strengths and Weaknesses〗
+ Increased strength, reflexes, and perception
+ Dulled pain
+ Users lose the ability to hold back, they will always go for the kill. As such, they are often considered the perfect killing machines.

- User is a slave to their own animalistic urges.
- Chances are your head isn't going to be very clear in battle.
- Hunted down by society to an ever greater degree than psychics

〖Rules〗
- Killer Gene Humans are absolute messes, they struggle to control their own drives and desires and struggle with self-control. This is an important part to writing a character with the Killer Gene.
- You MUST ask for permission to learn Level 2, and you MUST ask permission every time you want to activate it. In addition it would take several arcs being taught by a specific character to learn such an ability.
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Post  Amazing Pan-Sensei Thu Oct 09, 2014 1:09 am

No Man's Land Act 4: Exodus Krieg_zps1c055159
〖Freakshows〗


Freakshows are the dark, smelly underbelly of humanity. They are those with extreme physical deformities, whether it help them or not, they are the black sheep in a world filled with wolves. In a more civilized era, these people would be called "special" or "deformed". This being the Golden Age of Crime, they're simply called "Freakshows", sometimes just shortened to "Freaks". Freakshows are, simply put, mutants. They could have been born with the deformities, or maybe these deformities are the result of experimentation. Whether natural or artificial, they are outcasts, Freakshows often don't look very pretty and their company isn't often welcomed. Many Freakshows aren't even welcome in the typical criminal wings, they often only find a warm welcome working for Super Criminals, or as Super Criminals themselves. Sometimes these mutations can be quite useful, they could be born as giants, or with thicker skin, or the mutations can be useless like a third eyeball. Freakshows are considered those who are physically mutated, in other words, their appearance is different from that of a normal human. They can be half-animal, hulking goliaths, or decaying mutants. More and more Freakshow cases have been reported over the last two hundred years. Many attribute this to the experiments of Doctor Faust of the Freedom Society. He is considered the "Father of All Freakshows" as most Freakshows descend from one of his own creations.

〖Strengths and Weaknesses〗
+ The options are limitless, anything that fits for the above description of a Freakshow is fair game

- Despised and disgusted by the public
- Often easy to spot
- They don't really have a "super-mode", so they'll likely have trouble keeping up with stronger opponents.

〖Rules〗
- Freakshows are humans with great physical deformities. They can't just fire lasers from their eyes or conjure fire in their hands. They don't have spontaneous super powers, they're not X-men mutants.


Last edited by Amazing Pan-Sensei on Thu Oct 09, 2014 1:29 am; edited 2 times in total
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Post  Amazing Pan-Sensei Thu Oct 09, 2014 1:28 am

No Man's Land Act 4: Exodus Cybernetics_zps2b5a1a6e
〖Cybernetics〗

Cybernetics were created in the 1800s by Charles Paladin, whom had lost an arm and leg as a child due to frostbite. At first, they were powered by steam, but as the years went on Cybernetics would grow more and more complex. They did not however, reach their pinnacle until the 1940s under the use of Paladin Industries (Under the leadership of CP-02). Since them Cybernetics have grown more and more complex. Cybernetics are, basically, machines implanted in the human body. They can be as simple as a prosthetic limb. Cybernetics are commonly used in society for this very purpose, however, in the Super Criminal community, one tends to see much more complicated uses of Cybernetics. The Family is well known for its use of Cybernetics, in fact they were the first Super Criminal organization to use them en masse. Cybernetics, being complex machines, can often give its user super human strength, they can be decked out with weapons, its really only limited by the creativity of the Cybernetics' manufacturers. There has been a recent practice among Cybernetics users known as "Overdrive", a hack which can increase the power and usage of the Cybernetic exponentially. The Cybernetics will be much more effective in Overdrive, but after this short burst of energy, the Cybernetics will stop working. After which the Cybernetics will need to be repaired.

〖Strengths and Weaknesses〗
+ Cybernetics can often provide for an array of different uses.
+ As long as the mechanical piece is well maintained, they are often more efficient than normal human limbs or organs
+ Overdrive mode for times of crisis

- Weak to electricity and EMP blasts
- Requires maintenance
- After Overdrive wares off, the user's Cybernetics will need repairing

〖Rules〗
- Unless stated otherwise and specially upgrades, the Cybernetics are weak to EMPs.
- One needs permission to learn Overdrive mode, and requires permission again anytime they wish to use it.

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Post  Amazing Pan-Sensei Thu Oct 09, 2014 1:48 am

No Man's Land Act 4: Exodus Nanomachines_zps8dbaf752
〖Nanomachines〗


In many ways, Nanomachines are an evolution of Cybernetics, similar to them, but instead of being entire organs or limbs, Nanomachines exist on a microscopic level. Rarer and even more difficult to maintain than Cybernetics, Nanomachines are in many ways considered the future of technology. If the world were not in the state it currently is in, one has to wonder where the world would be at this point as far as technology goes. Nanomachines, as often used by the Super Criminal community, often grant the user incredible abilities not unlike psychics. Nanomachines can reconstruct the human body at will, they can create fire, they are what separates humans from superhumans. For those who train heavily and learn to control the Nanomachines in their body however, one can take their Nanomachines to a whole different level. "Overheat" is achieved by the user who pushes their own Cybernetics to the limits. In Overheat, the user's powers are increased ten fold, however, their skin will turn read and they will begin to steam. their body will literally be overheating along with their Nanomachines. Overheat will put stress on the human body and damage it, prolonged use of Overheat will kill the user.

〖Strengths and Weaknesses〗
+ An advanced version of Cybernetics, not weak to EMP blasts and electricity
+ Capable of granting the user incredible powers and unlike Cybernetics and Freakshows they are easy to hide
+ Overheat mode can increase the user's power ten fold.

- Prolonged use of Nanomachines will put a strain on the body and can result in the Nanomachines overheating, possibly killing the user
- Overheat mode puts a strain on the body and can eventually kill the user

〖Rules〗
- Once again, you need permission to learn Overheat mode and to use it, the character must go through several arcs of training to use Overheat mode.


Last edited by Amazing Pan-Sensei on Mon Jun 01, 2015 5:15 pm; edited 1 time in total
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Post  Amazing Pan-Sensei Thu Oct 09, 2014 2:07 am

No Man's Land Act 4: Exodus Weapons_zps1fff9211
〖High-Concept Weapons〗

In the Golden Age of Crime... simple guns and swords just don't cut it anymore. With more and more access to advanced technology, in a world where Psychics and Freakshows are becoming more common, the average human being needs to truly step up his game. If one doesn't want to alter their body with Cybernetics, and wasn't born with some sort of ability... they'll often struggle to keep up in the Super Criminal world. You just won't be able to keep up and win, even the most skilled individual will need an ace in the hole. That ace is the High-Concept Weapon. As previously stated, a gun or sword just won't cut it anymore, but how about a gun-sword? How about a rocket launcher club that also fires out explosive kittens? A swiss army bat? Anything to get ahead of the curve. A skilled enough user of a High-Concept User can fight on par with Freakshows and Psychics, but they're still going to have one hell of a time.

〖Strengths and Weaknesses〗
+ Advanced weaponry, all without literally losing an arm and a leg
+ Transformations, separate modes, combination weapons, whatever seems cool can probably be made, after all, we've already got Nanomachines

- You're still human, an average human with an above-average weapon. So in the end, it's all about skill here
- No ''super modes'', just like Freakshows, you'll have to rely on your skill more than overpowering your opponent
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Post  Amazing Pan-Sensei Wed Dec 17, 2014 6:17 pm

Vigilantes

What are vigilantes? They are in theory, merely law-abiding citizens who have taken it upon themselves to hunt down Super Criminals and capture them, where they would bring them to Paladin Industries. In truth however, they are corrupt, ruthless, and just as willing to kill innocents if it means capturing or killing even a single Super Criminal. The largest organization and governing body of the Vigilantes is known as Absolute Justice, lead by Santana Pejoves. In many ways they're exactly like Super Criminals, they are often Freakshows, psychics, use cybernetics, or simply extremely well-trained individuals. They are often just as colorful and charismatic as the Super Criminals. Definitely just as violent as well. The only difference is their allegiance to Paladin, which makes all their actions legal. Vigilantes are the judge, jury, and executioner of the law. They answer to no one but Paladin, and will often hold public trials for particularly infamous criminals. Since Vigilantes are as stated above the judge, jury, and executioner, these are little more than public executions.
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Post  Amazing Pan-Sensei Mon Jun 01, 2015 4:59 pm

No Man's Land Act 4: Exodus Super%20Drugs_zpsaagqvg2v
〖Super Drugs〗


A new phenomenon has taken over the streets of cities everywhere. Trollblood, Firebrand, Superadine, they're all powerful drugs sold in the criminal underworld that grant the user superpowers. They also happen to e highly addictive. All of them. Super Drugs grant the user superpowers, but so long as they keep taking the drug. The user's powers are at their most power RIGHT after taking the drug, usually through an injection. Since they're highly addictive, being cut off from a supply of the drug won't just make the user lose their powers, their body will begin to go through withdraws just like any other powerful drug. There are a countless amount of Super Drugs in the world, each with its own name, and each gives the user a different power. Mixing Super Drugs is extremely dangerous and usually leads to death. Paradise Bay in particular has a huge problem with Super Drug users.

〖Strengths and Weaknesses〗
+ Access to power super powers with little to no limits compared to what Nanomachines and Cybernetics are capable of.
+ Unlike Freakshows, usually these abilities can be hidden from the public.

- Highly addictive! The character must constantly use this drug if they not only wish to keep these powers, but avoid the redrawals, which can leave the user dead.
- Highly dangerous as well, the user can only use one Super Drug, since mixing them in your body often leads to death!

〖Rules〗
- Any superpowers that are reasonable, but they're not extremely powerful. You don't have a Level 2 Killer Gene amount of power just from taking the drugs.
- Only one power allowed per character!
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Post  Amazing Pan-Sensei Mon Jun 01, 2015 5:07 pm

No Man's Land Act 4: Exodus SCIENCE_zps0brfwpfu
〖Mad Science〗


Where would the Super Criminal world be without its mad scientists? If one falls into the origin of Mad Science, they must first be SOMEHOW involved in the act of Mad Science. That is, a special kind of genius yet impractical science that only a lunatic would work on. Like inventing laser beams for dolphins, making ants into gigantic creatures, or creating a genetically-superior race of dinopeople. Whether you're actually the scientist, the helper, of the creation matters not. One falls into the Mad Science origin if their abilities or powers reflect that. Suppose your character got some strange powers do to a science experiment gone wrong, or they ride a genetically made killer ostrich that they themselves created. That's Mad Science.

(This is NOT the same as the NML: Origins Mad Science. This origin only applies to the scientists themselves!)

〖Strengths and Weaknesses〗
+ High intellect
+ Use of super scientific and legit chemicals, inventions, and weapons that only a lunatic would think up.

- Usually, Mad Science characters tend to still be normal humans. Despite all their inventions, they often have high attack with little defense.

〖Rules〗
- This is only if you want to make a mad scientist along the lines of Ivy and Faust! Not an excuse to give yourself superpowers.  
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Post  Amazing Pan-Sensei Mon Jun 01, 2015 5:14 pm

No Man's Land Act 4: Exodus Peak_zpslciqjyk4
〖Peak-Human Conditioning〗


You don't have powers, you aren't a cyborg, you don't even have a High-Concept Weapon. You're by all means a normal human being, but somehow (either purposely or unintentionally) you've trained your body to the point where you can take on super-powered enemies and win. Perhaps you've traveled the world learning the martial arts, or you had an exceedingly tough childhood, either way, you don't have powers, but you don't need them. However, be warned, this is a dangerous path to take. Save for a select few individuals, such as Ashley Kims and Ryder Mercy, this path is often a path to self-destruction.

〖Strengths and Weaknesses〗
+ Your character is a highly skilled combatant.
+ Usually has access to a shit ton of weapons, a shit ton.

- An ordinary human being, with ordinary human being weaknesses.

〖Rules〗
- You CANNOT mix this origin with other origins unless your character is starred.
- By choosing this fighting style, your character will almost ALWAYS be the underdog in a fight and will in essence be a sort of reverse-starred character. Somebody who's not even on equal terms with the normal characters.  
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