Super Hero RPG - Steel Ball Run

Profiles should be entered in the profile topic.
The Setting:
You wanted some city to play around in? A few neighborhoods, maybe a distinct biome or two?
WELL TOO BAD.
In this world, spanning the massive width of a single continent, civilization is divided into sectors, distinguished by their assigned letters, A through Z. Each sector contains a single modern city - appropriately named A City, B City, and so forth - with smaller, outlying settlements around them. Despite the generic naming, each sector is distinct. Except when they are not. It really depends on the sector itself, what businesses and influences took root there. It's a living, breathing world, son!
While the cities vary in size and environment, they are all large enough to warrant the title of "city" rather than "town" or "place-smaller-than-a-city". You are free to travel between them as you see fit, or stake your claim on your favorite letter. Do whatever you want, I don't care.
Super Beings/Heroes/Villains/Whatever:
The term "super being" is a bit too limited in scope to encompass everything in the RPG, as are "hero" and "villain".
Heroes, though, already have a place within the world, in the form of the Heroes Association. Because of the incredible frequency of what can only be described as super-powered freaks, humanity has decided there is a very real need for their own supply of super-powered freaks. Fight fire with fire, ya know? Heroes, as far as the Association is concerned, are beings (can even be non-human) of above-average capabilities that help fight any would-be threats of the general populace. Heroes are not required to register themselves with the Association, but many do, as it allows them to keep up-to-date on all things troublesome across the cities.
Villains, like heroes, come in many shapes and sizes. Entire organizations can be classified as villainy, or it could be an isolated freak or even an entire alien race. Villains can also not be purely evil, as heroes can not purely be good. There is a lot of gray here, but there is also a lot of black and white; some people just want to watch the world burn, and some just want to punch said people in the face on principle.
As such, neutrality does in fact exist. It is entirely your choice where you stand. You can fight some heroes, help some heroes, fight some villains, and help other villains. It's all a matter of being self-described in where you stand. That being said, though, only those who generally fight for the good of mankind (but still can be dicks about it) can be in the Heroes Association.
THE GENERAL POPULACE KNOWS ABOUT HEROES/VILLAINS/SUPER BEINGS BUT THAT STUFF STILL FREAKS THEM OUT IF THEY DON'T KNOW IF THEY ARE FRIEND OR FOE
Rules:
1: No killing other characters without the owner of said character's permission.
2: DON'T BE A **** (also known as, generic powerplaying rule).
3: Try to keep posts descriptive and worth-while. Unless its a conversation, or a short response in a fight.
4: ARMIES ARE COOL, I DON'T CARE. BUT IF **** GETS WILD, EXPECT IT TO GET WILD FOR YOU IN TUUUUUURNNNN
6: If you level a city, it better be pretty god damn appropriate. Also, it shouldn't happen every few pages. That being said, it CAN sometimes happen. Sometimes.
7: Villains can be mass-murdering psychopaths and kill realistic amounts of people per post, just expect some kind of response in turn.
8: No one can use known superheroes/villains (Venom, Superman, Wonderwoman, etc). Ripping them off BRINGS GREAT SHAME UPON FAMILY. But if you take a character from another part of media, it must fit the style of the RPG (IE no cartoon villains like Bowser).
9: Every character must have a weakness. Every character can be beaten one way or another, but a weakness must be something that works against them. Generally this is dictated by not being a jerk.
10: Technology can be futuristic (alien space ships, robots, etc) but things like teleportation and weapons that can produce ridiculous amounts of destruction (such as something that can destroy most or all of the planet) are not allowed for obvious reasons.
Template:
Super Hero/Villain: Name of the super hero or villain. Somewhat optional, as it can be traded out with their real identity.
Identity: Their real identity. Somewhat optional, as it can be traded out with the super hero/villain name.
Age:
Height:
Length(if applicable):
Appearance: Appearance as their normal selves. Those who can't change back to their normal selves will describe what they USED to look like.
Super Hero/Villain Appearance: Appearance as their super selves.
Personality:
Powers/Equipment: Can include one or the other depending on character, or both. Powers include super human abilities as well as special training. Equipment includes what weapons, armor, or devices they may be carrying.
Weakness: Every character must have one. Can't be something stupid like "if he gets hit on the head hard enough he will be knocked out". Must be a weakness semi-unique (players can reuse weaknesses for obvious reasons) to them.
Alliance: Hero, villain, neutral, Allegiance Only To Simians, I don't care. Just give us an idea where they stand.
Allies (Optional): If relevant to their character.
Enemies (Optional): If relevant to their character.
History (Optional): Explains their origin/backstory. Optional, can be left out if you want their history to be a mystery.
The Setting:
You wanted some city to play around in? A few neighborhoods, maybe a distinct biome or two?
WELL TOO BAD.
In this world, spanning the massive width of a single continent, civilization is divided into sectors, distinguished by their assigned letters, A through Z. Each sector contains a single modern city - appropriately named A City, B City, and so forth - with smaller, outlying settlements around them. Despite the generic naming, each sector is distinct. Except when they are not. It really depends on the sector itself, what businesses and influences took root there. It's a living, breathing world, son!
While the cities vary in size and environment, they are all large enough to warrant the title of "city" rather than "town" or "place-smaller-than-a-city". You are free to travel between them as you see fit, or stake your claim on your favorite letter. Do whatever you want, I don't care.
Super Beings/Heroes/Villains/Whatever:
The term "super being" is a bit too limited in scope to encompass everything in the RPG, as are "hero" and "villain".
Heroes, though, already have a place within the world, in the form of the Heroes Association. Because of the incredible frequency of what can only be described as super-powered freaks, humanity has decided there is a very real need for their own supply of super-powered freaks. Fight fire with fire, ya know? Heroes, as far as the Association is concerned, are beings (can even be non-human) of above-average capabilities that help fight any would-be threats of the general populace. Heroes are not required to register themselves with the Association, but many do, as it allows them to keep up-to-date on all things troublesome across the cities.
Villains, like heroes, come in many shapes and sizes. Entire organizations can be classified as villainy, or it could be an isolated freak or even an entire alien race. Villains can also not be purely evil, as heroes can not purely be good. There is a lot of gray here, but there is also a lot of black and white; some people just want to watch the world burn, and some just want to punch said people in the face on principle.
As such, neutrality does in fact exist. It is entirely your choice where you stand. You can fight some heroes, help some heroes, fight some villains, and help other villains. It's all a matter of being self-described in where you stand. That being said, though, only those who generally fight for the good of mankind (but still can be dicks about it) can be in the Heroes Association.
THE GENERAL POPULACE KNOWS ABOUT HEROES/VILLAINS/SUPER BEINGS BUT THAT STUFF STILL FREAKS THEM OUT IF THEY DON'T KNOW IF THEY ARE FRIEND OR FOE
Rules:
1: No killing other characters without the owner of said character's permission.
2: DON'T BE A **** (also known as, generic powerplaying rule).
3: Try to keep posts descriptive and worth-while. Unless its a conversation, or a short response in a fight.
4: ARMIES ARE COOL, I DON'T CARE. BUT IF **** GETS WILD, EXPECT IT TO GET WILD FOR YOU IN TUUUUUURNNNN
6: If you level a city, it better be pretty god damn appropriate. Also, it shouldn't happen every few pages. That being said, it CAN sometimes happen. Sometimes.
7: Villains can be mass-murdering psychopaths and kill realistic amounts of people per post, just expect some kind of response in turn.
8: No one can use known superheroes/villains (Venom, Superman, Wonderwoman, etc). Ripping them off BRINGS GREAT SHAME UPON FAMILY. But if you take a character from another part of media, it must fit the style of the RPG (IE no cartoon villains like Bowser).
9: Every character must have a weakness. Every character can be beaten one way or another, but a weakness must be something that works against them. Generally this is dictated by not being a jerk.
10: Technology can be futuristic (alien space ships, robots, etc) but things like teleportation and weapons that can produce ridiculous amounts of destruction (such as something that can destroy most or all of the planet) are not allowed for obvious reasons.
Template:
Super Hero/Villain: Name of the super hero or villain. Somewhat optional, as it can be traded out with their real identity.
Identity: Their real identity. Somewhat optional, as it can be traded out with the super hero/villain name.
Age:
Height:
Length(if applicable):
Appearance: Appearance as their normal selves. Those who can't change back to their normal selves will describe what they USED to look like.
Super Hero/Villain Appearance: Appearance as their super selves.
Personality:
Powers/Equipment: Can include one or the other depending on character, or both. Powers include super human abilities as well as special training. Equipment includes what weapons, armor, or devices they may be carrying.
Weakness: Every character must have one. Can't be something stupid like "if he gets hit on the head hard enough he will be knocked out". Must be a weakness semi-unique (players can reuse weaknesses for obvious reasons) to them.
Alliance: Hero, villain, neutral, Allegiance Only To Simians, I don't care. Just give us an idea where they stand.
Allies (Optional): If relevant to their character.
Enemies (Optional): If relevant to their character.
History (Optional): Explains their origin/backstory. Optional, can be left out if you want their history to be a mystery.