LittleGenreMagic
Planetoid
- Joined
- Apr 24, 2022
Bad Science and Super Spies
Character Sheets
Please send me the filled out sheet rather than posting it yourself!
If you have any questions please ask in OOC Chat.
Character Sheets
Please send me the filled out sheet rather than posting it yourself!
Full Name, Project ID#, and Project Given Alias:
Age/Generation:
Team/Role:
Major Power:
Minor Powers:
Complications/Side Effects:
History Pre-Project:
Recent History:
Personality:
Additional Notes:
Full Name, Project ID#, and Project Given Call Sign:
Project ID# will be generation number and a letter A-M to indicate which batch from that generation a "-" and a string of six alpha-numeric characters. So someone from the middle of generation 2 might be 2H-33C71.
Upon finishing post change rehabilitation and being deemed stable enough to join the general population of other assets call signs are assigned based off powers/personality/intended role/the mood of the responsible tech.
Also hyperlink your character pic to the name.
Age/Generation:
The Project has found that those in their late teens to mid twenties tend to take the changes best. 3rd or 4th generation will mostly have been in this age range when taken in by the Project. Older Generations had a wider age range.
"Generation" Refers to the different stages of refinement the Project has gone through as they've figured out the creation of assets. The breakdown generally is as follows.
Generation 1: Assets created 12-18 years ago. The Project was still figuring out how the tech/power sources of The Project worked and how to translate that into superpowered assets. Most died during The Change, almost all of the rest went insane. The powers were very strong, broad ranging, and hard to control and came with a host of side effects and health issues. Again, almost every asset of this Generation never made it out of The Creation Lab.
Generation 2: Assets created 7-10 Years ago. The Project started to figure out how to give Assets powers without killing them in the process. The powers were slightly less powerful and broad than the Gen 1, but survival rate was about 25%, a huge improvement.
Generation 3: Assets created 2-5 years ago. The Project started to experiment with more directed/focused powers. While methodology only allowed so much control, and subject's innate traits still played a role in power type, they have some success at creating razor sharp knives instead of sledge hammers. The complications of said powers are significantly less for this generation and survival rate is about 50%.
Generation 4: Assets leaving The Creation Lab within the past year. The project is attempting to utilize what it learned in Gen 3 to create a wider variety of power types and levels. It's still having difficulty replicating the power of Gen 1 and 2 without also duplicating the tendency towards death but it's gotten a little better at managing the insanity bit. The Project is also delving more into "Behavior Modification Devices" that certainly aren't brainwashing devices. Which both is and isn't helping with the insanity problem.
Team/Role:
Older Gens can either be solo operators or talk to me about their team options. Gen 4 likely have no team assigned yet.
Major Power:
Older Gens will have a broader/stronger power like "control of fire" but will have a lot of major complications with limited minor powers (for instance a Gen 1 might have the ability to make and control fire but they're only mildly heat resistant rather than flame proof, resulting in massive burns that probably killed said fire bug early on). Newer gens will have a power of a more limited scope they have to figure out ways to use smartly (For example a gen 3 asset might have limited range telekenis that only expands a few feet out from her body in any direction), but will have less dramatic complications.
Minor Powers:
Newer gens will have something that helps make their power work better/a themed power (back to the above gen 3 girl for example, she is aware of everything in her telekenisis range/doesn't have to be able to see something to know it's there and manipulate it). Older Gens likely won't have one, or have one that is less than ideal (ie. The flame resistant but not flame proof firestarter).
Complications/Side Effects:
Can range from medical complications from the change to unfortunate side effects of their powers. Older Gen will likely have worse side effects. There is some theory that, since powers often related to a person's personality The Project will make existing, related, issues worse. (Example: Gen 3 girl's awareness of everything in telekenetic range doesn't really turn off and having a lot of things in said range can cause anything from difficulty focusing to full out sensory overload and inability to function. Sort of like every one thing is a noise. Not too bad when she's sitting in at a neatly organized and minimalist desk, very problematic if she's in a cramped and overfull supply closet.)
History Pre-Project:
What was their life like before the Project? How did they end up in the project?
Recent History:
Most have limited memories of their time in the Creation Labs, but what's happened since?
Personality:
Just a little blurb or two.
Additional Notes:
Any interesting additional notes.
Project ID# will be generation number and a letter A-M to indicate which batch from that generation a "-" and a string of six alpha-numeric characters. So someone from the middle of generation 2 might be 2H-33C71.
Upon finishing post change rehabilitation and being deemed stable enough to join the general population of other assets call signs are assigned based off powers/personality/intended role/the mood of the responsible tech.
Also hyperlink your character pic to the name.
Age/Generation:
The Project has found that those in their late teens to mid twenties tend to take the changes best. 3rd or 4th generation will mostly have been in this age range when taken in by the Project. Older Generations had a wider age range.
"Generation" Refers to the different stages of refinement the Project has gone through as they've figured out the creation of assets. The breakdown generally is as follows.
Generation 1: Assets created 12-18 years ago. The Project was still figuring out how the tech/power sources of The Project worked and how to translate that into superpowered assets. Most died during The Change, almost all of the rest went insane. The powers were very strong, broad ranging, and hard to control and came with a host of side effects and health issues. Again, almost every asset of this Generation never made it out of The Creation Lab.
Generation 2: Assets created 7-10 Years ago. The Project started to figure out how to give Assets powers without killing them in the process. The powers were slightly less powerful and broad than the Gen 1, but survival rate was about 25%, a huge improvement.
Generation 3: Assets created 2-5 years ago. The Project started to experiment with more directed/focused powers. While methodology only allowed so much control, and subject's innate traits still played a role in power type, they have some success at creating razor sharp knives instead of sledge hammers. The complications of said powers are significantly less for this generation and survival rate is about 50%.
Generation 4: Assets leaving The Creation Lab within the past year. The project is attempting to utilize what it learned in Gen 3 to create a wider variety of power types and levels. It's still having difficulty replicating the power of Gen 1 and 2 without also duplicating the tendency towards death but it's gotten a little better at managing the insanity bit. The Project is also delving more into "Behavior Modification Devices" that certainly aren't brainwashing devices. Which both is and isn't helping with the insanity problem.
Team/Role:
Older Gens can either be solo operators or talk to me about their team options. Gen 4 likely have no team assigned yet.
Major Power:
Older Gens will have a broader/stronger power like "control of fire" but will have a lot of major complications with limited minor powers (for instance a Gen 1 might have the ability to make and control fire but they're only mildly heat resistant rather than flame proof, resulting in massive burns that probably killed said fire bug early on). Newer gens will have a power of a more limited scope they have to figure out ways to use smartly (For example a gen 3 asset might have limited range telekenis that only expands a few feet out from her body in any direction), but will have less dramatic complications.
Minor Powers:
Newer gens will have something that helps make their power work better/a themed power (back to the above gen 3 girl for example, she is aware of everything in her telekenisis range/doesn't have to be able to see something to know it's there and manipulate it). Older Gens likely won't have one, or have one that is less than ideal (ie. The flame resistant but not flame proof firestarter).
Complications/Side Effects:
Can range from medical complications from the change to unfortunate side effects of their powers. Older Gen will likely have worse side effects. There is some theory that, since powers often related to a person's personality The Project will make existing, related, issues worse. (Example: Gen 3 girl's awareness of everything in telekenetic range doesn't really turn off and having a lot of things in said range can cause anything from difficulty focusing to full out sensory overload and inability to function. Sort of like every one thing is a noise. Not too bad when she's sitting in at a neatly organized and minimalist desk, very problematic if she's in a cramped and overfull supply closet.)
History Pre-Project:
What was their life like before the Project? How did they end up in the project?
Recent History:
Most have limited memories of their time in the Creation Labs, but what's happened since?
Personality:
Just a little blurb or two.
Additional Notes:
Any interesting additional notes.
If you have any questions please ask in OOC Chat.