Standard level, 125 points. Trait cap 12. Temporal powers are banned.
I will invite everyone to contribute setting and plot ideas; we'll build the world together.
My initial skeleton for the setting will be more or less modern day but with elements of pulp fantasy and science fiction mixed in. If you have a wildly different preference or a specific idea you've been working on, I am all ears. I am happy to work any sort of character origin / concept into the game.
The overall tone of the game will be somewhere in the vicinity of justice league unlimited. In other words, fairly light hearted, pg13, etc. Nobody dies with rare exceptions. Minimal blood if any. Fun for the whole family.
Let us suppose that, in the entire world, there are about 1.5 million supes, or about 1 in every 5,000 people. They may or may not be evenly distributed by population; some may prefer living near other supes, others might prefer the opposite.
You may have any origin or source for your powers that you wish. Granted by a powerful entity, alien species, genetic mutation or engineering, mystical insight or training by a mentor, some sort of accident, etc.
You don't have to have "super" super powers. You can choose to be an extraordinarily skilled normal person, like green arrow, or batman.
You can have multiple powers, limited only by the ruleset.
You can be part of an organization (which we can create together, and there can be more than one) and be a full time hero for pay, or you can do your own thing. You can choose to be a celebrity, or homeless, or anything in between.
Note that if you wish to be extremely wealthy or powerful, as in own your own nation or moon base powerful, there are actual perks in the system that permit that; otherwise, you can have pretty much any sort of lifestyle you want.
play by post rules
- a round of actions is a "page" : each player and NPC if any get to act
- heroes (players) always go first, then NPCs
- no strict post order
- if your character will not take an action, whether due to some condition, or voluntarily, just indicate this in your post; in other words, you are free to pass your turn for any reason
- I will indicate the start of a new page at the end of the NPC phase
- wherever it matters, Edge will be used to determine order of action resolution
- if your action is invalidated in a way that can't be resolved narratively or using Edge, you can change your action
Out of consideration for your fellow players, please minimize the use of bbcode and formatting in your posts. The minimum font size is 15. Text - background colors, if changed from the default, will be high contrast.
"Can I see that dude from here?"
"You're still in the cellar, you couldn't have heard this conversation"
After a little bit of experience in other games, I came up with this method for assisting with theater of the mind, to assist with visualizing and tracking relative positions. In any scene, the area where the action takes place is divided up into regions, locations, zones, and sections.
Regions represent the limit of extreme range. Regions are divided into locations, which represent distant range. Generally speaking, a given scene will be contained in a single region.
Locations are divided into zones, which represent close range.
Zones are divided into sections, which represent melee range. (There is no specific "melee range" in the rules. This range just means you're close enough to get in someone's face without expending any movement.)
Everyone in the same region / location / zone / section is no further than the associated range from each other.
These are all abstract divisions, of course, and depend on context. Here's an example.
Region • a city block
Location • a convenience store
Convenience store zones • exterior, interior
Exterior sections • gas pumps, parking lot, sidewalk
Interior sections • aisles, checkout, beer cooler, employee office
In this example, it's pretty clear how the areas adjoin each other. Wherever necessary, I'll clarify adjacency, entrances, etc when setting up a scene. These divisions can help to inform decisions about line of sight, hearing, and other types of perception.
When you want to change your range relative to another character, you move from one of these areas to another. If it's opposed movement, a failure means you either didn't make it to your intended destination, or the other guy moved to another area, or both; whatever makes sense for the rolls, context, and movement types involved.