ASTAROTH'S ANCIENT BLOG SANCTUARY

GENERAL CHARACTER STATISTICS


Hero Name: Doc Shock
Powers:

Technomancy - With the use of his specially-designed super-computer prosthetic hand, he can hack into computer systems, affect electromagnetic fields, and remotely operate electronic devices. His hand also contains an electroshock weapon that fires from the palm. The hand operates off of a mix of voice commands, touch point actions, and key gestures, giving the appearance of sorcery.

Robot Helpers - With his extensive knowledge of robotics and engineering, the Doc often builds and utilizes small robots to carry out specific tasks.

Alter Ego: Mason Arkwright, Ph.D.
Gender: Male
Age: 35
Birthplace: A military base overseas.
Occupation: Graduate researcher and professor at Ouranopolist University.


PHYSICAL CHARACTERISTICS


Hero Appearance:
Civilian Appearance:
Mason.jpg

Strengths: Physically fit, unafraid to fight dirty, good-looking and knows it, an insanely high alcohol tolerance.
Weaknesses: Unwilling to actually take a life, and he doesn't believe in hitting women. His prosthetics don't damage easily, but once they're taken out of commission he loses all of his powers. Still suffers phantom pains in his legs.


MENTAL CHARACTERISTICS


Current Goal/Purpose:
Talents: Strategic thinking, intuition, being able to MacGyver insanely sophisticated devices and fix just about anything mechanical, snappy one-liners, always being right. Oh, and he's a hell of a pilot.
Inabilities & Fears: Letting people get too close, letting go of an argument or grudge, having nothing to do.
Personality: Way too smart for his own good, Mason is nearly allergic to authority and has an ego the size of a small satellite. Fortunately for him, he's also adept at figuring people out, and even more fortunately, at staying six steps ahead.

He may always have some sort of angle, but ultimately, he's got a very strong set of principles and he can't go against them even when he thinks he wants to... at least not for long. He's extremely passionate about his beliefs, and once provoked to speak his mind he can be downright inspirational.


HISTORIC BACKGROUND


General History: Mason was a military brat. Moving from base to base and town to town with his dad's transfers, he didn't get much time for making friends or having a normal social life. Instead, he tinkered with household appliances and threw himself into his studies... and boy did he study. The only reason Mason wasn't out the door with a diploma in hand at sixteen was the constant relocating. His father pressured him to go into the Air Force; that lasted about as long as it took Mason to get a full scholarship to the engineering school of his choice. Not a minute too soon, either, and he probably would never have made it but for his father's good name. (You don't even want to know the kind of trouble he got out of.) In the end, what he had to show for the experience was a (barely) unblemished record of military service, a pilot's license, and an annoying habit of working out that he could never quite kick.

He stayed on at Ouranopolist University through his graduate studies, stunning the robotics department with his aptitude and winning several awards for his breakthrough research in neurorobotics and bioengineering. Unfortunately he was also impossible to work with, so he was basically given his own corner and free reign. It just may have gone to his head.

Mason was 32 when he had a fateful accident, crashing his jetbike and suffering crippling injuries to both legs as well as his right hand. Even with physical therapy, the doctors told him that he would never walk again without assistance, and ultimately he opted to amputate his hand and legs. The robotic limbs he was given as replacements were crude and had limited mobility, and it seemed that Mason would have to retire from engineering to teach.

Six months later, he put the finishing touches on his own robotic prosthetics. The hand and legs he designed were extremely durable, marvelously articulated, and integrated flawlessly into his nervous system. Not only did they benefit him personally, but the designs he crafted could be used to make advances for future prosthetics patients. The only problem was that Mason was exceeding his grant... a grant already in jeopardy due to his accident, his period of recuperation, and the department's belief that he would be unable to return to work in any active capacity. Mason was broken, broke, and close to being sacked even as his work was nominated for yet another prize.

Bitter and jaded by the system, Mason found a way out that was somewhat less than noble; he deposed, threatened, and manipulated the board members who would have revoked his grant. Each of the people he targeted had skeletons in their closet, and Mason had the smarts and the resourcefulness to ferret them out. Most of this he managed to do without ever revealing his own identity. And it felt damn good, taking down the people who only cared about their own pockets while they cheated on their wives or embezzled funds. Before long, Mason was making improvements upon his prosthetic hand, and he began "liberating" funds and terrorizing other people and corporations that weren't "using their money for anything important" in the guise of the supervillain who would become known as Doc Shock.

In spite of all of his self-righteous indignation and vindictive rage, however, Mason soon found that he couldn't follow through with his villainous pursuits. Funds stolen were inevitably used to pay for damages to property. He avoided physical conflicts despite being perfectly capable of combat, and no one could ever claim lasting injury after a run-in with the Doc. If a target proved to be a good Samaritan, his attention shifted elsewhere, and as time went on he became increasingly less harsh with his standards. Finally it came down to a fateful confrontation with one of the city's A-List heroes... where Mason was entirely duped by his hostage, a woman he thought to be an innocent bystander and who in fact turned out to be an A-List villain, using him to get at the hero herself. Angry and finally fed up with the life he'd been leading, Mason took both A-Listers by surprise when he helped the hero take down the villainess instead.

He still has a bit of a problem with pretty redheads.

Present Life: Now that he's cleaned up his act and quit the villain business, Mason's mostly returned to terrorizing the robotics department at Ouranopolist U in more mundane ways. His research and patents earn him a legitimate living, and he's slowly been paying back (some) of the people he's stolen from. Every now and then he gets roped into helping out the hero he teamed up with on the eve of his redemption; the man seems to think of Mason as a pet project, and somehow or another Mason always ends up going along with whatever he's asked to do. He's not got the best rep in the super community, given his brief stint at villainy. His social graces don't help his case much.


THE A LIST HERO

Name: Sergeant Storm (Sgt. Danny Weathers)

Known Powers:

Exploitable Weakness:

General Personality:

History with B-list Hero:



Name: Mason Arkwright
Age: 35
Gender: Male


Major Skill: Advanced Robotics
Minor Skill: Pilot
Former Job: Grad student researcher at Carnegie Mellon.


What made them interested in joining the Collective? Mason didn't have much choice. It was only a matter of time before they recruited a man whose skills in mechanical engineering were starting to make 2034 seem a lot closer at hand.

Personality: Way too smart for his own good, Mason is nearly allergic to authority and has an ego the size of a small satellite. Fortunately for him, he's also adept at figuring people out, and even more fortunately, at staying six steps ahead.
Brief History: Mason was a military brat. Moving from base to base and town to town with his dad's transfers, he didn't get much time for making friends or having a normal social life. Instead, he tinkered with household appliances and threw himself into his studies... and boy did he study. The only reason Mason wasn't out the door with a diploma in hand at sixteen was the constant relocating. His father pressured him to go into the Air Force; that lasted about as long as it took Mason to get a full scholarship to the engineering school of his choice. Not a minute too soon, either, and he probably would never have made it but for his father's good name. (You don't even want to know the kind of trouble he got out of.) In the end, what he had to show for the experience was a (barely) unblemished record of military service, a pilot's license, and an annoying habit of working out that he could never quite kick.


He stayed on at Carnegie Mellon through his graduate studies, stunning the robotics department with his aptitude and winning several awards for his breakthrough research. Unfortunately he was also impossible to work with, so he was basically given his own corner and free reign. It just may have gone to his head.
 

makingthecut.png




Welcome to Making the Cut, a game about desperation, distrust, and discovering just how far you're willing to go.

Your Masterminds for the experience are Ozzie and Vay. Heavily inspired by several psychological, violent horror movies and games including Saw, Battle Royale, and Dangan Ronpa, this game will be twofold murder mystery and suspense thriller. It is not for the faint of heart. There will be gore, there will be traumatic scenarios, and we cannot guarantee that triggers won't be touched on. The only thing we can guarantee with absolute certainty is that characters will die.

If you can't handle any of this, get out now.

Allow me to explain the premise for those of you still reading!


S.L. Morgenstern Academy is known nation-wide as the Ivy League of high school education. Acceptance for enrollment is highly competitive, and a diploma bearing the school's name is a guarantee into the university of your choice. This year, a special scholarship was granted to a certain amount of students across the country, and you are one of the lucky winners. Each candidate was chosen for some special talent that made them stand out among their peers, be it in academics, athletics, the arts, or even social influence.

You arrived for Orientation with your luggage in hand, not knowing that someone was waiting for you. Planning. Laying a trap.

If you thought you knew a thing or two about how competitive high school students can be, you were dead wrong.


Further information coming soon! In the meantime, here are some starting rules.

-One of the most important facets of this game is that all characters can be considered unreliable narrators. This means that even if you write out what your character is thinking or feeling, it can't necessarily be taken as truthful. You can lie. You are encouraged to lie. The only rule is that all accurate information must be disclosed to the GMs. (Note: You don't have to tell us every time you lie, hide something, or fudge your narration, as long as you have already privately given us the info that we can use to spot the contradiction in your narrative.) That's right, guys; you can't trust anything you read.

-As said before, character death in this game is a certainty. Due to this, we allow and encourage each player to play two characters (but no more). That way everyone has two tickets to stay in the game, as well as boosting the number of characters in play. These characters do not have to have any relationship and in fact we prefer otherwise.

-Try not to overlap talents with other characters. Read all posted sheets to ensure avoiding this issue.

-Sign-ups will close when we hit our max number of characters. The number of players we allow will depend on how many people double up and how much interest we receive.

-If your character is killed, they're out of the game. If you only have one character, you're done. You will not be allowed to make a new character at any point after IC starts. If you don't take advantage of the option to make a second character now, you'll get no chances later.

-We expect some amount of craziness from your character sheets, given you'll all be playing teen prodigies, but anything too ridiculous will get you snarked out of the thread. We especially will not tolerate your character owning twelve katanas or an AK-47, much less trying to bring them to boarding school.

-We do however really want some level of crazy from your characters. I mean, come on, how hard do we have to foreshadow here?


Your Character Sheet Skeleton is as follows.


NAME:
GENDER:
GRADE/AGE:
BIRTHDAY/SUN SIGN:
BLOOD TYPE:


APPEARANCE: Please include a brief description. Images are optional, but may not substitute for a description.

PRODIGAL TALENT: What is your character exceptionally good at? Why were they accepted into the program?

PERSONALITY: What is your character like?
HISTORY: What has your character's life been like up until now? Feel free to leave out important details or lie as long as you privately inform the GMs.
PEOPLE: Who are the major influences in your character's life? Family, friends, former teachers, pets? Where are they and what do they mean to you?


LUGGAGE CONTENTS: List everything you've brought with you. If it's not in the list, we don't want to see you with it.

FONDEST MEMORY: Feel free to actually write this as a scene if you wish.
PRIZED POSSESSION: This is not necessarily something you have on your person, but it should be a favorite or important item.


SECRET: DO NOT INCLUDE THIS ANYWHERE IN YOUR SHEET. Give your character one secret that they would do anything to keep hidden. PM this secret to Ozzie and Vay.




Will you make the cut?




COMING IN OCTOBER