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Post by Tout-Perd on Jan 9, 2009 12:35:48 GMT -5
Okay, so here's the deal. APCARP was released as an unfinished setting years ago. Essentially, I fired off all my good ideas, and when the chamber went empty, started firing off the bad ones, too. For the basic ideas of APCARP for those who missed it, here and here contain most of the really important info. APCARP is going to be reset, costing us all of about three RPs, but allowing a more cohesive setting to be developed as opposed to growing in too many directions at once . Sooo, here's the details: All throughout history, people with superhuman abilities have existed. Good or evil, there was never enough coordination to bring them together, under the rule of a central group, until the modern age. Seventy years ago, in the period of tension before World War II, several of the world's major powers began to note unusual talents that people possessed, and began considering them for usage as both tools and weapons. The Axis quickly formed a group to handle all incidents involving Powers, as the superbeings came to be known, and the Allied groups in Europe responded in a like manner. The United States was slow to get into the action, more preoccupied with their own dilemma of the Depression than with the war beginning to grow. However, once they did become involved in the war, they quickly joined into the Allied Powers Program. The rest is history. Covert groups commanding the use of powers have grown all over the world, dominating a shadowy field where any mundane that stumbles upon it risks death. The Groups! APCARP (Atlantic Powers Control and Regulation Project): The oldest remaining group, it has bits and pieces all over the world, albeit centerred in its original territory (United States, UK, France, Canada, etc.). Some other places that it has set roots in are post-WWII Japan, most of the Carribean, bar Cuba, and Australia. (Generally, assume that if it would fit anywhere under British/US/France Allies, it is a possible place for an APCARP outpost.) EPRA (Eurasian Power Regulation Administration): Originally founded by the Soviet Union after WWII. Contained Russia, satellite states, and some pieces of Germany. Although hostile sentiments between the nations have faded, the heads of EPRA consider it too lucrative as is to merely merge with APCARP. MAPS (Mediterranean Area Power Supervision): Founded by a collection of Middle Eastern states during the 1970's, it covers pretty much the entire area bar Israel/Palestine, and Kuwait, both of which are disputed with APCARP very heavily (albeit rarely to the point of violence.) ARASD (Asian Region Aberrency Subdual Department): Formed in China while getting back onto their feet. Was closely tied to EPRA for a while, but sensing the end of the Soviet Union, quickly pulled away. It now exists as the Power control program covering pretty much any communist nation remaining (China, Vietnam, North Korea, and incongruously, Cuba) Other Areas/Programs: Generally, if a region is particularly war-torn or hard to rule over (Large portions of Africa, South America), the Power control organizations consider them free ground for anybody's pickings. Other programs are quickly destroyed and assimilated by the older ones, which do not care very much for new upstarts joining in. So, that's the setting, at least roughly. Many fewer organizations with a bit cleaner matchup, and bit more trim on history. Next post, powers. And after that, the first RP in the "New" setting. I've got some ideas dealing with each of them, but I won't describe their character until we've dealt better with them in RP.
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Post by Tout-Perd on Jan 9, 2009 13:42:17 GMT -5
Powers: APCARP has a few more limitations than ORP, due to it being a more "cohesive" setting. Remember, I'm not attacking anyone, I'm just looking for what didn't work very well the first time around. I've had my fair share of faults (such as Revenant's origin/weakness to lightning touched objects, which makes no sense beyond superstition.)
Frequency: Powers occur at a rate of about one per 10,000 individuals or so, and about half of these are rather minor powers (extra flexibility, minor premonitions). APCARP generally doesn't bother with such individuals unless either a ranking official takes interest, or if the individual has done something to catch their attention. Truly notable powers (low level/midlevel in ORP) tend to make up about a tenth of the Powers in the world.
Power Levels: In APCARP, power levels tend to have much lower limits than ORP. In ORP, a character can easily handle a good sized group of soldiers. In APCARP, a power capable of taking on more than a small group of armed men is a rarity. (For reference, the most powerful of my characters, who will be implied to be one of the top fifty Powers in APCARP, is probably only a hair stronger than Sly without his ships/such.)
-Variety: Powers in APCARP tend to be more focused than in ORP. Instead of having a full complement of various powers (Flight, superstrength, teleportation, fireballs), APCARP characters have a TENDENCY towards only one kind of ability. This doesn't mean you can't do a variety of things (in the Registration topic, Elliot does it right), but rather that you should only have one or at most two really distinct powers. (For good examples, see as said, Elliot's character in the Registration topic, and Terrian Brogue in ORP.)
-Powers that are blacklisted: These powers are either not accepted, or have some issues in the setting: -Mystic/Holy/Evil: Yeah, none of that stuff. APCARP is a very scientifically leaning setting with some handwaves, not a place for magical swordsmen. -Reality Manipulation: Too broad a field, too broad a power. As comics have proven, any character with this power is powerful to the point of murdering suspense of disbelief. It just goes beyond what can reasonably be expected. -Flight: Not discouraged really, but just a reminder: Unless your power is good for propelling you, flight is another power you have to explain somehow. And it's showy, thus not good for APCARP's typically covert style. Still, flyers can be very interesting, so don't worry too much about it. -Tele-EVERYTHING: Mentalists are very common in APCARP, but they shouldn't be a tool box. They should stick around a theme, and stay with it. (Telekinesis/flight, telepathy/mind control/illusions, energy attacks/pyrokinesis, premonitions/clairovoyance) You get what I mean. Being a mentalist is a power-origin, not a whole swiss army knife. -Shapeshifting/Regeneration: Remember, mass needs to come from somewhere, and needs to go somewhere. If you have a workaround, that's fine, but be careful. This is like flying. A cool ability that needs caution. -Ice Powers: So help me, if any of you try the ice-slide on air trick, I'm going to cry. -Superlameness: And now I come around the chart of other people's shortcomings, and back to my own. A power may be a subtle and interesting idea, but remember kids: If you choose a power too weak or situational, you end up sticking yourself into an uncomfortable spot where your only options are: Be badarse normal soldier with the power for flavor, or be ready to stay out of the fray and run support. Not that either are horrible things, but it's a situation to look out for unless you're putting the character into a similar group.
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Post by Beelzebibble on Jan 9, 2009 15:00:28 GMT -5
Quick question: Why can't I see this sub-board on the main RP boards page?
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Post by Tout-Perd on Jan 9, 2009 15:05:40 GMT -5
I'm hiding it from the proles.
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Post by Beelzebibble on Jan 9, 2009 15:25:59 GMT -5
Speaking as a man who once played Trotsky dying eight times in one scene, I am horrified at this mistreatment of the proles.
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Post by Kuroboom on Jan 9, 2009 15:26:43 GMT -5
So it's like Heroes?
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Post by Tout-Perd on Jan 9, 2009 15:28:51 GMT -5
Posted our first APCARP RP in ages. Check it out, yo'.
And yeah, it's essentially like Heroes with a more global bent and a more regular writer's strike. (I wish I was a bit more familiar with Heroes so I could really compare the two, but basically, it's like if X-Men and Heroes and Men in Black had a baby with lower power levels and a grimmer overtone to the setting.)
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Post by Hamuu on Jan 9, 2009 17:14:28 GMT -5
I'm gonna make two characters. One that is half original/Sylar. (don't worry, I will work on it to make sure that its not a blatant rip of Sylar.
The other is going to be as original as I can make it. I'm just not sure what yet. Currently working on the Sylaresique guy. He will of course be a bad guy.
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Post by Yoshimitsu on Jan 9, 2009 17:19:10 GMT -5
I want to join with an awesome electrical character!
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Post by Tout-Perd on Jan 9, 2009 17:24:37 GMT -5
I actually have more APCARP characters than ORP characters, I think. But that's because I'm writing a fic with them, so between to teams of half a dozen or so, background characters, and so on and so forth, it's up there. In the way of ones I actually will be using? Probably about five to ten will actually see long term use in any way by me, if that.
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Post by Hamuu on Jan 9, 2009 17:24:57 GMT -5
Does this have it's own particular kind of character Bio, or can I just use and ORP Character Bio Format?
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Post by Tout-Perd on Jan 9, 2009 17:40:09 GMT -5
Doesn't really have it's own type of bio, specifically. When I come up with a better term for power classes than the old inane letter based one, that'll need to be added, but beyond that...
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Post by Hamuu on Jan 9, 2009 17:54:58 GMT -5
Cool, then I will work on bios before I go see the Unborn tonight.
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Post by kazkame on Jan 9, 2009 19:54:47 GMT -5
I'm in. Let me get back into the flow with this.
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Post by hermes on Jan 10, 2009 13:39:25 GMT -5
Am I allowed to Lee?
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Post by Tout-Perd on Jan 10, 2009 18:01:05 GMT -5
Go ahead. Just be mindful that there shouldn't be overt moves against APCARP like the flying fortress was. Drawing attention to yourself is a good way to get APCARP to send some nasty stuff along. Like teleporting nukes in and dusting your base with smallpox bad.
The group is an interesting one, though... We'll have to revive them, probably with bringing James down a peg and Stray up one.
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Post by hermes on Jan 11, 2009 18:26:05 GMT -5
Bringing James down a peg would still make him S class... But if we want to avoid the flying fortress, thats fine. I think I'll keep his current personality, I really liked it. Are you sure you want to disallow fortress guy? It'd add an interesting dynamic, where everyone would have to cover his butt when he was outside of his bubbles.
And am I allowed to use Ryuji again dude?
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Post by Tout-Perd on Jan 11, 2009 20:52:17 GMT -5
What was the deal with Ryuji? (BTW, yeah, Sanctuary guy is allowed. Just play it careful.
And yeah... Avoid S class. That's waaay up high. I'd say maybe just lopping off a few powers would make him a bit more practical (E.G., axe energy manifestation/teleportation/pyro, and go with more of a Jean Grey setup (TK, telepathy)), or tone it the whole setup down so he's more of a Jack of All trades. Feels a bit less over the top, that way.
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Post by hermes on Jan 11, 2009 21:04:34 GMT -5
I can tone it down to a high A class/Low S class, but since its a reset, he starts out as a C class anyways, and gets more powerful based on how hard people try to kill him. If we're gonna have a giant dragon dude guy chasing him again, he's gonna max out pretty quickly. Also the pyro is already gone, teleportation, TK, and telepathy are still there. Energy manifestation is also a go, with psionic long ranged attacks. (Basically a combo of mind energy and lightning.)
Um, he can't lift a mountain anymore, but he could totally crush one with some determination. (Note, a LOT of determination, it'd probably take somewhere between 60 and 100 TK attacks to level one.)
Sanctuary guy is probably S class, when his field is up, but otherwise he's basically a nobody.
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Post by Beelzebibble on Jan 11, 2009 21:08:40 GMT -5
Teleportation, telekinesis and telepathy? Didn't Lee nix the "Tele-EVERYTHING" package? And energy manifestation too... This is too much for APCARP.
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Post by Tout-Perd on Jan 11, 2009 21:20:23 GMT -5
As I said, best to nix the energy manifestation/teleportation. They really make the least sense as psionic powers, anyways.
I'm seeing his abilities kinda like... Well, you ever play that new "Force Unleashed" game? I'm seeing him like that, minus the lightning, and plus mental powers/flight to a greater degree. TK that would let him pretty much make a field-goal with a truck from the other end of a football field fairly easily, decent hand-to-hand abilities, y'know. Enough that he could throw down with the heavies of the setting (Donner, Dracon, a few that have yet to make appearances), but not enough to go slug it out with the heavies of ORP. That's about the peak range of where things go, here. Puts us in a range where you're believably something VERY desirable, but at the same time, not totally annihilating the smaller people (Revenant, etc.)
As for Stray, I'll probably just have her have been "Physically enhanced", and actually have worked for APCARP for a little while. Takes away her cool nameless thing by a wee bit, but makes her more believable in a fight.
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Post by kazkame on Jan 11, 2009 21:24:01 GMT -5
Could I have teen wolf powers like in the movie ?
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Post by Tout-Perd on Jan 11, 2009 21:27:29 GMT -5
Whatcha mean? Standard movie lycanthropy sort of stuff, or turning into a wolf, or like, animal-style enhanced capabilities? Any of those should be fairly fine.
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Post by hermes on Jan 11, 2009 21:56:17 GMT -5
Well James powers only work in Line of Sight now, save for telepathy, but that gets hazy the more distant that are. (Over 300 meters is pretty much a crapshoot.) And everything but his TK and telepathy are pretty minor. He can only teleport line of sight, or a location he spends a LOT of time in. If you want I can nix the other stuff, and just do energy manifestation and TK. But I'd really prefer not to. I should really get into the habit of adding the limitations I've put on him as well.
Essentially, he's powerful, but you can compair his power to a grenade launcher or a sniper rifle. If he can see its, and precision, its powerful. If he can't see it, he just blows stuff up in the general direction he senses it is.
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Post by kazkame on Jan 11, 2009 22:18:18 GMT -5
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Post by Tout-Perd on Jan 11, 2009 22:31:20 GMT -5
Ah, okay. I know what you mean now, Kaz. You got the full go-ahead on that one.
I'm thinking over on Prime's idea. I'll get a response to ya in a bit.
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