Lighthearter
President of the United States
It's been five years since you, for your various reasons, took up cape and cowl and began your reign as an empowered vigilante defending your home city. Since then, your horizons have broadened - you've made new friends, capes and otherwise...and new enemies. But the light has outnumbered the dark, and steadily you've found your world growing brighter and brighter.
Culminating in what happens today. Today is an affirmation of promise, and of the broad horizons expanding before you. Today, no one loses anything, and the world only gains.
Today, no one has scars.
...except maybe those hostage-takers in the train station mid-town...
***
As you might have gathered, this is a superhero AC in which absolutely nothing will go wrong. Nothing at all.
First things first: Game is played in the usual place. Right here.
Now, the general concept: you are a superhero operating in Hamilton, a burgeoning city on the coast. You've been doing so for several years at least, and as part of a group of heroes calling itself the Watchers. You all know each other, and each others' secret identities. You're friends, with and without masks.
This game is a fusion of caped and noncostumed gameplay. There will be entire non-RP episodes that take place in civilian clothes, and the choices you make there will be just as influential or more so than the ones you make in costume.
Every episode is structured around one or more major choice that the team must make that will affect the future plot. No choice is unacceptable to me as the GM, and the plot will change based on the decisions you make. I'm going into this game with only a few preconceptions, almost all of them vague and easy to move around, so based on your characters, allies, bios and early decisions, the later plot will take shape.
Here's the character sheet, and how to fill it out:
Name: (Your name, out of costume)
Alias: (The name you go by behind your mask)
Description: (What do you look like? How old are you? Do you use weapons? Details!)
Biography: (What's your origin story? How did you get here?)
Damages: (When injured physically, mentally or morally, you take a "damage" appropriate for the attack, its severity dependent on what the rolls looked like. If you take too many Damages, you will be unable to continue fighting or doing whatever it is you are doing, and further ones will kill you. There is no ironclad HP system, but certain skills can increase your capacity to take Damages without falling.)
Powers: (Here is where you list your powers and other traits. There is no limit on what powers you can and cannot have, just reasonable common sense. If you want to play a normal, this is where you list any special traits of yours - an iron will, being rich, a mastery of archery...anything.)
Skills: (Your skills define what you are and are not good at in game. See the spoiler below for a list and details on how to fill this section out.)
Allies: (You must supply at least one allied NPC. I encourage a fellow cape, but I will accept a non-superpowered character who could provide plot benefits. There is no law saying you may only provide one, and in fact I encourage you to supply me with as many as you want!)
Enemies: (You must supply at least one rogue of yours. This can be a character with powers, a mob boss...anyone who opposes your costumed persona, or someone who opposes you as yourself. As with allies, please give me as many as you want!)
And...that is that. There's just one more thing.
Story Points make their return in this game, but in a much nerfed form. The party has one Story Point at game start, and it does not regenerate. The party as a whole gains one SP every time it successfully navigates a major choice. PCs can also convert Character Points they have not spent to SP, but this permanently consumes the point.
A Story Point is used as a one-use boost to all your abilities. It allows the player using the point to simply state how the action they wish to take transpires(within reason - you can't use it to instantly win an entire episode's fight scenes or reveal the entire plot). They cannot be used in reaction to enemy attacks. Major enemy bosses might have them as well.
Episode List:
EPISODE ONE: Pilot
EPISODE TWO: Cassandra
EPISODE THREE: The Devil and the Deep Blue Sea
EPISODE FOUR: Ashes Fall
TBA
Culminating in what happens today. Today is an affirmation of promise, and of the broad horizons expanding before you. Today, no one loses anything, and the world only gains.
Today, no one has scars.
...except maybe those hostage-takers in the train station mid-town...
***
As you might have gathered, this is a superhero AC in which absolutely nothing will go wrong. Nothing at all.
First things first: Game is played in the usual place. Right here.
Now, the general concept: you are a superhero operating in Hamilton, a burgeoning city on the coast. You've been doing so for several years at least, and as part of a group of heroes calling itself the Watchers. You all know each other, and each others' secret identities. You're friends, with and without masks.
This game is a fusion of caped and noncostumed gameplay. There will be entire non-RP episodes that take place in civilian clothes, and the choices you make there will be just as influential or more so than the ones you make in costume.
Every episode is structured around one or more major choice that the team must make that will affect the future plot. No choice is unacceptable to me as the GM, and the plot will change based on the decisions you make. I'm going into this game with only a few preconceptions, almost all of them vague and easy to move around, so based on your characters, allies, bios and early decisions, the later plot will take shape.
Here's the character sheet, and how to fill it out:
Name: (Your name, out of costume)
Alias: (The name you go by behind your mask)
Description: (What do you look like? How old are you? Do you use weapons? Details!)
Biography: (What's your origin story? How did you get here?)
Damages: (When injured physically, mentally or morally, you take a "damage" appropriate for the attack, its severity dependent on what the rolls looked like. If you take too many Damages, you will be unable to continue fighting or doing whatever it is you are doing, and further ones will kill you. There is no ironclad HP system, but certain skills can increase your capacity to take Damages without falling.)
Powers: (Here is where you list your powers and other traits. There is no limit on what powers you can and cannot have, just reasonable common sense. If you want to play a normal, this is where you list any special traits of yours - an iron will, being rich, a mastery of archery...anything.)
Skills: (Your skills define what you are and are not good at in game. See the spoiler below for a list and details on how to fill this section out.)
Spoiler :
There are 14 skills. Here they are, and what each one is used for:
Fight: This skill, as you might expect, governs your abilities in hand-to-hand combat.
Aim: This skill governs your abilities in ranged combat.
Powers: This skill governs your abilities in utilization of your superhuman powers.
Persuade: This skill governs your ability to...well, persuade people, in or out of costume.
Will: This skill governs your resistance to morale and social effects. It protects you against mental/moral Damages.
Strength: This skill governs your physical hardiness and resistance to physical effects. It protects you against Damages of the same.
Dexterity: This skill governs your agility, flexibility, and speed.
Perception: This skill governs how aware you are, and how good you are at searching people and places.
Contacts: This skill governs who you know, and how useful they stand to be.
Gadgets: This skill governs how likely you are to have a gadget of your choice on you. For every level of this skill, you may name a single gadget you will have, always.
Reputation(Self): This skill governs how people think of you.
Reputation(Cape): This skill governs how people think of your alter-ego.
Intelligence: This skill governs computer operation, planning, and knowledge.
Restore: This skill governs healing and repair work.
You start the game with 15 Character Points to spend on skills. You must spend all of them. I know what you're thinking. "But there's only 14 skills!" Well, sure, but each skill can be taken at one of three levels.
Level One skills provide a small bonus to rolls in their forte, and cost 1 Character Point. Upgrading a Level One skill to a Level Two skill costs 1 additional CP, and increases the bonus noticeably.
Upgrading to a Level Three skill costs 1 additional point during character creation, but will cost 2 points at any time afterward. The bonus increases again, by a large amount. You may only have 3 Level 3 skills at game start.
Fight: This skill, as you might expect, governs your abilities in hand-to-hand combat.
Aim: This skill governs your abilities in ranged combat.
Powers: This skill governs your abilities in utilization of your superhuman powers.
Persuade: This skill governs your ability to...well, persuade people, in or out of costume.
Will: This skill governs your resistance to morale and social effects. It protects you against mental/moral Damages.
Strength: This skill governs your physical hardiness and resistance to physical effects. It protects you against Damages of the same.
Dexterity: This skill governs your agility, flexibility, and speed.
Perception: This skill governs how aware you are, and how good you are at searching people and places.
Contacts: This skill governs who you know, and how useful they stand to be.
Gadgets: This skill governs how likely you are to have a gadget of your choice on you. For every level of this skill, you may name a single gadget you will have, always.
Reputation(Self): This skill governs how people think of you.
Reputation(Cape): This skill governs how people think of your alter-ego.
Intelligence: This skill governs computer operation, planning, and knowledge.
Restore: This skill governs healing and repair work.
You start the game with 15 Character Points to spend on skills. You must spend all of them. I know what you're thinking. "But there's only 14 skills!" Well, sure, but each skill can be taken at one of three levels.
Level One skills provide a small bonus to rolls in their forte, and cost 1 Character Point. Upgrading a Level One skill to a Level Two skill costs 1 additional CP, and increases the bonus noticeably.
Upgrading to a Level Three skill costs 1 additional point during character creation, but will cost 2 points at any time afterward. The bonus increases again, by a large amount. You may only have 3 Level 3 skills at game start.
Allies: (You must supply at least one allied NPC. I encourage a fellow cape, but I will accept a non-superpowered character who could provide plot benefits. There is no law saying you may only provide one, and in fact I encourage you to supply me with as many as you want!)
Enemies: (You must supply at least one rogue of yours. This can be a character with powers, a mob boss...anyone who opposes your costumed persona, or someone who opposes you as yourself. As with allies, please give me as many as you want!)
And...that is that. There's just one more thing.
Story Points make their return in this game, but in a much nerfed form. The party has one Story Point at game start, and it does not regenerate. The party as a whole gains one SP every time it successfully navigates a major choice. PCs can also convert Character Points they have not spent to SP, but this permanently consumes the point.
A Story Point is used as a one-use boost to all your abilities. It allows the player using the point to simply state how the action they wish to take transpires(within reason - you can't use it to instantly win an entire episode's fight scenes or reveal the entire plot). They cannot be used in reaction to enemy attacks. Major enemy bosses might have them as well.
Episode List:
EPISODE ONE: Pilot
EPISODE TWO: Cassandra
EPISODE THREE: The Devil and the Deep Blue Sea
EPISODE FOUR: Ashes Fall
TBA
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