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Posted: Thu Jul 15, 2004 5:38 pm
by taalismn
coming up with a good name is difficult....
coming up with a good-sounding and meaningful acronym is a superhuman feat....

Posted: Thu Jul 15, 2004 9:13 pm
by Tinker Dragoon
Depends on how well it fits the organization whose details are forthcoming...

Posted: Sun Aug 08, 2004 12:53 pm
by Zenvis
I thought of one...
Worse then S.H.O.C.K.....

Capture
Outline
Neutralize
Tag
Release
Observation
League

Basicly they are similar to S.H.O.C.K. except this one thing... They want to catalog vigalanties just for the thrill of it. Information is power and their leader (the Voyer) knows this. They are on mission to find out who heroes and villians are. Get the latest updates on corperations and companies months before their data is released. Tag every known asset that they can the moment that they become available.

Most of their operatives are Hardware: Weapons Specialists or Secret Operatives. They have their staff equipted with Dectives and a small team of super beings but their whole perpose is observation. Everyone knows their job and attempts to make it as fast as possible.

There are a few people that have slipped their grasp but they become targets for neutralization (Some serious drug induced hypnosis) or pact signing (extortion) to keep the elusive in line.

The most evil thing they do is create addicts via Embued Heroes. They make the powerless powerful and give them jobs in their company. The downside is that the drugs are extemely addictive and withdraw is painful. Villians that they think cannot be contained or controled are given a free boost of the drug and, assuming they fall for it, this enables them to control their enviroment. Keeping the public safe from some of the more serious threats.

C.O.N.T.R.O.L. have noticed one thing that occures with most (94%) of all mutants, aliens, experiments is that the Embued Toxen comes in contact with. For one thing, it causes adverse reaction to their strange bio-chemisty. Some die from taking the chemical (12%). Some characters powers are neutralized for a couple of weeks while they attempt to get the chemical out of their system (56%). Some victims devleope a psychosis (32%). Finally some mutate further (Add one power from the eugenics category (anything under $600,000) or random roll on the mutation table in either the experiments table or the mutants table. C.O.N.T.R.O.L. is still working on that. :twisted:

Posted: Mon Aug 09, 2004 10:26 am
by Uncle Servo
I recently stumbled across one I had used in college:

Special
Powers
Emergency
Action &
Response

Essentially, they were a special branch of law enforcement that utilized supers as what the SWAT team would call out when they were outgunned and outmatched... kinda like the S.C.R.E.T. teams.

Posted: Tue Aug 10, 2004 2:10 am
by Prince Cherico
Eidolon

IQ-14 ME-15 MA-17 PP-8 PE-14 PB-11 PS-6 SPD-12

Alinment- Unprincabled

height 3 foot 5
experence level 3
PPE 39 used to be 164
ISP 90

Language belgium 98%
Lore Astral 58%
Lore psyic 55%
lore demon and monster 55%
Art 60%
Cook 60%
Medical doctor- 75% (85% diagnosis)

OCC related skills
biology 45%
Basic math 60%
advanced math 60%
literacy english 98%
hand to hand basic
WP sword
Prowl
Play musical instrement Piano 50%
sing 50%


Other skills
speak greek 65%
speak manderan 65%
speak Millek 65%
Speak english 65%
speak tarantuloid 65%

Special powers

1. astral transferance
can turn into astral form for no ISP
but it costs one ISP every 5 minutes to maintain
in the real

2. Astral senses
sense energy beings ley lines nexus points
and supernatural creatures in a mile radius

3. Astral travel
can control were he goes in the astral plains

4. astral domain
discribed else where used 100 of his own PPE to build

5. astral reconfigeration
refuses to use ability says its a waste of talent
and energy

6. Ectoplasimic armor
65 SDC on earth
140 SDC in astral form
lasts 30 minutes
costs 15 ISP

other psy powers
teleport object
telekinesis
telepathy
sixth sense
see aura
ectoplasm

Posted: Tue Sep 07, 2004 2:47 am
by Prince Cherico
The Glass lands

500 creation points
80 PPE spent the other creation points are due to writ of contract

Acessibility= Controled -40

B= size- large 10 cubic miles -35

C= Portals
Movable portal 1-25 portal tatto- 50 astral portal -10

D= landcape Highly complex- 50

E= special defenses
Alarms one-5
Astral blasts-25

Phsyical laws
Same as earth-20
writ of contract-100!
astral lord can be any age he choses-10

Living conditions
Food and water-30

Location= inner plane dragon road -20

Inhabitants
3 mindless constructs all with a PB of 20
all posses the cooking skill, speak belgum, and sewing
one posseses taloring.
-80 points

Writ of contract
a infamous phyiscal law to put in ones astral relem
the jist of this power is that if any one makes a deal
in the lords relem and the astral lord through influance
or personal effort keeps his end of the bargan then the
person who made the deal must permentatly give up
ONE PPE witch is then transfered into the astral relem to
build it up. Most of the great relems were built up this way
one famed astral lord, Lord mistofoilys was particularly infamous
his dealings with the nercomancer Faust ended in tradity.

An entire german town was destroyed that event forever
put a rift between astral lords and Mages.