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Howdy gang!
This is a quest I've been thinking about running for a while - I'm actually working on a tabletop game right now that's about 80% done and so the quest will use the mechanics from that game, albeit with a single protagonist.
For setting, all you need to know is that it is June 7th, 1944 - World War II is in full swing and, despite the existence of some shadowy government agencies that don't exist in our world, no superhumans are common knowledge. It is just after dawn in the United States when an orbital bombardment strikes multiple locations around the globe - it is the first strike in a massive alien invasion.
Fortunately, radiation from the alien weapons interacts with human physiology to produce superpowers in just over 2% of the population. You are one of those humans.
<span class="mu-s">City Settings</span>
>Sydney, Australia
One of the major naval hubs for the Allies in the southern hemisphere, Sydney is well-defended and likely the easiest location to start.
>London, England
Initial reports interpreting the invasion's first strikes as an Axis wonder-weapon sent the majority of London's population into the shelters underneath the city - the aliens, noting this on their scanners, land ships and launch a ground invasion.
<span class="mu-s">Backgrounds</span>
These will determine what Talents you have - Talents are largely for utility but may also allow you to use weapons more effectively. Each Talent also gives Maneuvers as well as base effects.
>Soldier
Weapons: Assault Rifle [1d8, ranged]
Utility: Conditioning, Rhetoric
>Civilian
Weapons: Unarmed [1d4, modified by powers]
Utility: Parkour, Sneak
>Nerd
Weapons: Katana [1d10, close range]
Utility: Engineering, Science
Then, of course, for the superpowers.
<span class="mu-s">Choose from the following options. These are in no particular order and are just the ones that are entirely finished mechanically and suited to an action-focused campaign.</span>
>Super Strength
>Fire Manipulation
>Shapeshifting
>Electrical Manipulation
>Earth Manipulation
>Regeneration
>Super Durability
>Telekinesis
>Telepathy
>Water Manipulation
Your starting stats will be,
>Power: 1
>Skill: 1
>Presence: 1
>Insight: 1
>Knowledge: 1
but there will be plenty of opportunities to increase them.
Three votes for an option clinch it and we'll get started. Thanks for reading and I hope you're ready to smash some aliens!
This is a quest I've been thinking about running for a while - I'm actually working on a tabletop game right now that's about 80% done and so the quest will use the mechanics from that game, albeit with a single protagonist.
For setting, all you need to know is that it is June 7th, 1944 - World War II is in full swing and, despite the existence of some shadowy government agencies that don't exist in our world, no superhumans are common knowledge. It is just after dawn in the United States when an orbital bombardment strikes multiple locations around the globe - it is the first strike in a massive alien invasion.
Fortunately, radiation from the alien weapons interacts with human physiology to produce superpowers in just over 2% of the population. You are one of those humans.
<span class="mu-s">City Settings</span>
>Sydney, Australia
One of the major naval hubs for the Allies in the southern hemisphere, Sydney is well-defended and likely the easiest location to start.
>London, England
Initial reports interpreting the invasion's first strikes as an Axis wonder-weapon sent the majority of London's population into the shelters underneath the city - the aliens, noting this on their scanners, land ships and launch a ground invasion.
<span class="mu-s">Backgrounds</span>
These will determine what Talents you have - Talents are largely for utility but may also allow you to use weapons more effectively. Each Talent also gives Maneuvers as well as base effects.
>Soldier
Weapons: Assault Rifle [1d8, ranged]
Utility: Conditioning, Rhetoric
>Civilian
Weapons: Unarmed [1d4, modified by powers]
Utility: Parkour, Sneak
>Nerd
Weapons: Katana [1d10, close range]
Utility: Engineering, Science
Then, of course, for the superpowers.
<span class="mu-s">Choose from the following options. These are in no particular order and are just the ones that are entirely finished mechanically and suited to an action-focused campaign.</span>
>Super Strength
>Fire Manipulation
>Shapeshifting
>Electrical Manipulation
>Earth Manipulation
>Regeneration
>Super Durability
>Telekinesis
>Telepathy
>Water Manipulation
Your starting stats will be,
>Power: 1
>Skill: 1
>Presence: 1
>Insight: 1
>Knowledge: 1
but there will be plenty of opportunities to increase them.
Three votes for an option clinch it and we'll get started. Thanks for reading and I hope you're ready to smash some aliens!
