Tentatively interested. I have a few different character ideas that include a former criminal-turned-vigilante who thinks he's a ghost (but isn't), an immortal anarchist knight cursed to serve the British monarchy from now until the end of days, or a telepath/empath who abuses opium to help control their powers. I'd love to hear more about the setting to better tailor my prospective characters for it.
@Clever Hans So are there specific rules as to the sources of powers? For instance do they have to be born with them? Do they have to have gotten them in any specific way?
The general answer I have is "No, but..." :D I'm willing to entertain all sorts of origin stories, with the caveat that I reserve the right to retcon them as the stories move along. For example, Lady Nightingale may think her powers came from the blessings of an old witch to whom she showed a kindness as a little girl, but in reality she was the unwitting subject of an experimental injection given to her during a childhood illness by the diabolical Dr. Blackthorne...
@BlackSam3091 I wanted to be criminal/vigilante-turned-forced to work for Order :/
If you're worried about our ideas overlapping, don't be. I'm sure we can develop them in such a way that both characters are their own unique individuals, with their own goals, strengths, weaknesses and voices.
I never did get a yes or no on a character who can create perfect duplicates of himself. That alright or am I barking up the wrong tree?
My apologies. I completely missed it!
Duplication. My initial reaction was "Nope, no way, never, nix nein Frankenstein." But I had a recent conversation with my son about learning to self-examine when one has a strong negative to something, so...
After some thought, here's my problem with duplication: it allows one player multiple actions in a turn/phase/whatever. This is in turn allows that player to have far more impact on a scene than other players. It also greatly increases the size of a team, which can cause problems in game-planning and combat management. It can cause problems outside of combat, too, where Duplicate A goes to watch the warehouse while Dup B hits the library to research the thing, Dup C questions the witness, Dup D asks the scientist about the villain's power, etc. etc, while the rest of the team sits on their collective thumbs.
In short, it can destroy game balance.
I don't know how to construct a duplicating power that doesn't have that effect. If you have any ideas, let me know.
Would Light Illusions then count as duplicates, like Loki's Light illusion duplicates? I was thinking that the turn would be taken up either moving them in sync with her movement or moving one of them individually as well as the fact that they would be energy taxing while in operation especially if there's more than one and that they would be taken out in one hit or if she lost her focus in keeping them up for whatever reason.
If so, that could be taken out of possible uses of her light manipulation.
I'm thinking of making a beastmaster type of character who owns a traveling circus or a bartender-type chemist who is able to create strange potions/poisons/drugs and sells them to rich clients for recreational use. Something like scout, spy or healer-type roles.
I also would be happy to try my hand at drawing my character! :D