Jaye
ミㅇㅅㅇ彡
Current Team Profile
Team Name:
Members:
Alignment:
Reputation:
Bonds:
City of Operations:
Team's Current Goal:
Headquarters / Resources:
Team's Origin:
From the Worlds in Peril book:
So, who wants to make our team profile? We'll hold off from finalising anything until everyone is here with finalised characters but... I figured we could at least start on this?
I guess first of all: what faction are we aiming for? That will (probably)set the tone for the rest of it - the name, the mission, the headquarters, etc.
As far as I can see, we have a few options:
We wouldn't want to get worse than villains, lest we get a kill-order on our heads.
As I'm sure people have heard enough times, my vote is on anti-villain but mostly I just don't want to be boxed in by being a Protectorate member. I think trying to be Rogues would be interesting and set a very different tone, too. Also, mercenaries (à la Faultline's Crew) probably fits between Anti-Villains and Villains.
@Silvertongued @Lamladaz @Grey @PixelWitch @Blackadder
Team Name:
- To be discussed...
Members:
- Joshua Lamley (16) - "Repel" - Breaker, Brute: Repulsion Field - (Lamladaz)
- Lott Perez (19) - "Pygmalion" - Master / Striker: Inorganic-Minion Sculpting - (Jaye)
- Alex Sevier (20) - "Penchant" - Changer / Thinker: Perception-based Shapeshifting - (Blackadder)
- Olivia 'Olly' Grimm (24) - "Cherubim" - Master / Brute: 'Wet' Minions & Regeneration - (PixelWitch)
- Thaddeus Teach (26) - "Balor" - Thinker / Stranger: Passive Possession - (Grey)
Alignment:
- Anti-villain
Reputation:
- Unknown
Bonds:
- ??? (WIP)
City of Operations:
- Carpenter Hills
Team's Current Goal:
- Establish ourselves - Secure a home base and revenue stream and make a name for ourselves.
Headquarters / Resources:
- Still being secured.
Team's Origin:
- All five were originally solo capes.
- They banded together into cape duos before Thaddeus united everyone into a single team.
From the Worlds in Peril book:
The first thing you are going to start with is the Team Profile. Worlds in Peril is all about playing a team of superheroes — the key word being team. Unless you plan on playing the game one-on-one with just one player and the EIC, you are going to want to want to go through character creation as a group to get the best results and so that everyone is on the same page.
Of course, it may be that you and the other players want to start the game out as new heroes or as heroes that have yet to pull together to form a team, if they ever do. It is usually a lot more fun to work as a team in Worlds in Peril because it means a lot less work for the EIC and a lot less time jumping from player to player spotlighting what they are doing. If everyone is present and working towards a common goal, or at least is in the same area, everyone is engaged and involved. That said, there is definitely fun to be had playing solo characters that live lives that occasionally intersect or stories that are more personal and engaging among smaller groups of players. Before individual heroes are created for each player, go through the team profile together and ask one another what kind of set-up you want to have going in.
The character sheet has a space to be filled in under the Team Profile to put stuff like:
Former Name: Has the team broken up before, changed their name or roster?
First Appearance: How long has the team been together?
Mission: What is the goal or common purpose that the team is united in accomplishing?
Location: In what city does the team operate?
Headquarters: Does the team have a common meeting ground? What does it look like and where is it?
Resources: Does the team have access to special transportation, funding or anything else that might help them complete their missions?
Former members: Has anyone left or been kicked off the team?
The answers to these questions can drastically change the set-up for the heroes and frame the kinds of stories that will be told at the table. For the purposes of character creation and just starting out, Worlds in Peril assumes that the heroes are new heroes. They do not know much about their powers and what they can do with them. Their relationship with the city, law enforcement and the other players are still uncertain. They have a lot to figure out and a lot to work towards. That means that a lot of these will remain blank until they are filled in during play as necessary. Maybe you want to play as an informal team, or an impromptu team where you and the other heroes are recruited to take care of a specific problem, or have common goals that happen to align. You can simply start play in one such scenario, with one hero having recruited the others, or with a common threat needing to be taken down.
While this is the default assumption, and the steps you walk through in character creation reflect that, talk to one another and make suggestions along the way if you want to start out as a solidified team, as veterans, a family, or whatever other concepts you and your group decide to cook up.
Of course, it may be that you and the other players want to start the game out as new heroes or as heroes that have yet to pull together to form a team, if they ever do. It is usually a lot more fun to work as a team in Worlds in Peril because it means a lot less work for the EIC and a lot less time jumping from player to player spotlighting what they are doing. If everyone is present and working towards a common goal, or at least is in the same area, everyone is engaged and involved. That said, there is definitely fun to be had playing solo characters that live lives that occasionally intersect or stories that are more personal and engaging among smaller groups of players. Before individual heroes are created for each player, go through the team profile together and ask one another what kind of set-up you want to have going in.
The character sheet has a space to be filled in under the Team Profile to put stuff like:
Former Name: Has the team broken up before, changed their name or roster?
First Appearance: How long has the team been together?
Mission: What is the goal or common purpose that the team is united in accomplishing?
Location: In what city does the team operate?
Headquarters: Does the team have a common meeting ground? What does it look like and where is it?
Resources: Does the team have access to special transportation, funding or anything else that might help them complete their missions?
Former members: Has anyone left or been kicked off the team?
The answers to these questions can drastically change the set-up for the heroes and frame the kinds of stories that will be told at the table. For the purposes of character creation and just starting out, Worlds in Peril assumes that the heroes are new heroes. They do not know much about their powers and what they can do with them. Their relationship with the city, law enforcement and the other players are still uncertain. They have a lot to figure out and a lot to work towards. That means that a lot of these will remain blank until they are filled in during play as necessary. Maybe you want to play as an informal team, or an impromptu team where you and the other heroes are recruited to take care of a specific problem, or have common goals that happen to align. You can simply start play in one such scenario, with one hero having recruited the others, or with a common threat needing to be taken down.
While this is the default assumption, and the steps you walk through in character creation reflect that, talk to one another and make suggestions along the way if you want to start out as a solidified team, as veterans, a family, or whatever other concepts you and your group decide to cook up.
So, who wants to make our team profile? We'll hold off from finalising anything until everyone is here with finalised characters but... I figured we could at least start on this?
I guess first of all: what faction are we aiming for? That will (probably)set the tone for the rest of it - the name, the mission, the headquarters, etc.
As far as I can see, we have a few options:
- Protectorate/Wards
- Indie hero
- Indie anti-heroes
- Rogues
- Anti-villains
- Villains
We wouldn't want to get worse than villains, lest we get a kill-order on our heads.
As I'm sure people have heard enough times, my vote is on anti-villain but mostly I just don't want to be boxed in by being a Protectorate member. I think trying to be Rogues would be interesting and set a very different tone, too. Also, mercenaries (à la Faultline's Crew) probably fits between Anti-Villains and Villains.
@Silvertongued @Lamladaz @Grey @PixelWitch @Blackadder
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