Birdsie
The God-Emperor of Mankind
Author's Note: I'm not gonna play high-and-mighty. I'll admit from the start that this is inspired by Worm.
Setting
Our story begins in the early days of the eighties when people with unexplained abilities began to appear all over the world. Ranging from shooting streams of fire to learning new, impressive skills very rapidly and with minimal effort. These powers and abilities were feared at first, as villains began to use them for criminal profit. However, people began to respect the idea of living together with parahumans as time went on, after independent costumed heroes showed up and began to do the opposite.
Parahumans became a part of our world and had to integrate somehow. In order to ensure peace and order on the streets in the wake of these events, America's Hero Association was created to help, with a subordinate organization in the form of Emergency Parahuman Response (E.P.R.)
Superpowers - What Are They?
As you've read, this is an experimental superhero story. It's not very experimental if it doesn't have an experiment.
Natural Capes
Instead of choosing their superpowers, the players will decide on the nature of the characters' Trigger Event. A Trigger Event is a situation where a person's frustration, stress, fear, adrenaline, or anger reach a critical mass and metaphorically explode: granting them a power as a result. What nebulous void powers come from is truly unknown and possibly best left unexplored, but that doesn't change the fact that whatever source they originate from chooses only those who undergo the aforementioned process, not to mention that only a fraction of people have the potential to undergo a Trigger Event.
Based on the Trigger Event, I, the GM, will then craft an appropriate, fitting power for that character. Powers will be directly tied to the Trigger Event. Physical abuse, emotional abuse, environmental rejection, long-term stressors, abstract stressors - each of these will grant a different result, which will further be molded by things like the character's personality, nature, and the specific circumstances of the Trigger Event itself.
A man steps into the wrong alleyway and is assaulted by people with bats. His power can be anything from growing layers of flexible metal on his skin, to the ability to have attacks phase through him, to simply forcing the attackers to go away. This isn't a stable process: you can't ever be sure what the end result is, but perhaps that's preferable to the alternatives that would take place had you never received a power to begin with?
Cauldron Capes
There is another way to obtain powers. Some people, either unaware of what a Trigger Event is, or incapable of experiencing it go around looking for answers. How to get superpowers? If they are truly honest about their desire to gain powers, they are approached by an agent of a mysterious shadow organization known only as Cauldron.
What price to pay for a superpower? It varies. Truth be told, Cauldron isn't interested in money and is even ready to accept favors as a payment to those who can't afford it in an old-fashioned way. Where they get their serums from is just as mysterious as natural Trigger Events. Nonetheless, Cauldron has a wide selection of vials to pick from; often, a vial family is tied around specific types of powers. This grants choice to whoever would seek out Cauldron and its vials, a choice they would otherwise not have.
However, there is a price to pay for dealing with the devil. Each Cauldron vial has a low - usually lower than 10% - chance of deviancy. The results vary. Rarely, people's bodies mutate. Other times, their powers are unreliable and bizarre, having seemingly no middle setting between Off and Obliterate. Sometimes, the power is semi-sentient or interferes in their daily life. The risk exists and you have to be willing to take it in your bid for power.
Characters
Ever since the slow urban decay of the northern docks in the city of Bridgemore that started in the middle nineties, the number of supervillains and gangs in the city began to rise to dangerous quantities. No one can be certain whether the cause and effect were the urban decay or the supervillains, but it doesn't matter. The city of Bridgemore, once a well-oiled society is now a dilapidated wreck paraded about by arbitrary forces: rogue parahumans.
Two years ago, in 2016, an agent of America's Hero Association came to the city at the request of the mayor. Seeing the massive problem with crime, he assigned the city a HOSV (Hive of Scum and Villainy) status and ever since then, the AHA has been directing resources to forming a new EPR department in the area, including a superhero team.
That is where you come in.
A parahuman living in the area, you've either been detected by the EPR and approached with a job offer or came to them on your own.
Tomorrow, you're meeting your teammates.
Setting
Our story begins in the early days of the eighties when people with unexplained abilities began to appear all over the world. Ranging from shooting streams of fire to learning new, impressive skills very rapidly and with minimal effort. These powers and abilities were feared at first, as villains began to use them for criminal profit. However, people began to respect the idea of living together with parahumans as time went on, after independent costumed heroes showed up and began to do the opposite.
Parahumans became a part of our world and had to integrate somehow. In order to ensure peace and order on the streets in the wake of these events, America's Hero Association was created to help, with a subordinate organization in the form of Emergency Parahuman Response (E.P.R.)
Superpowers - What Are They?
As you've read, this is an experimental superhero story. It's not very experimental if it doesn't have an experiment.
Natural Capes
Instead of choosing their superpowers, the players will decide on the nature of the characters' Trigger Event. A Trigger Event is a situation where a person's frustration, stress, fear, adrenaline, or anger reach a critical mass and metaphorically explode: granting them a power as a result. What nebulous void powers come from is truly unknown and possibly best left unexplored, but that doesn't change the fact that whatever source they originate from chooses only those who undergo the aforementioned process, not to mention that only a fraction of people have the potential to undergo a Trigger Event.
Based on the Trigger Event, I, the GM, will then craft an appropriate, fitting power for that character. Powers will be directly tied to the Trigger Event. Physical abuse, emotional abuse, environmental rejection, long-term stressors, abstract stressors - each of these will grant a different result, which will further be molded by things like the character's personality, nature, and the specific circumstances of the Trigger Event itself.
A man steps into the wrong alleyway and is assaulted by people with bats. His power can be anything from growing layers of flexible metal on his skin, to the ability to have attacks phase through him, to simply forcing the attackers to go away. This isn't a stable process: you can't ever be sure what the end result is, but perhaps that's preferable to the alternatives that would take place had you never received a power to begin with?
Cauldron Capes
There is another way to obtain powers. Some people, either unaware of what a Trigger Event is, or incapable of experiencing it go around looking for answers. How to get superpowers? If they are truly honest about their desire to gain powers, they are approached by an agent of a mysterious shadow organization known only as Cauldron.
What price to pay for a superpower? It varies. Truth be told, Cauldron isn't interested in money and is even ready to accept favors as a payment to those who can't afford it in an old-fashioned way. Where they get their serums from is just as mysterious as natural Trigger Events. Nonetheless, Cauldron has a wide selection of vials to pick from; often, a vial family is tied around specific types of powers. This grants choice to whoever would seek out Cauldron and its vials, a choice they would otherwise not have.
However, there is a price to pay for dealing with the devil. Each Cauldron vial has a low - usually lower than 10% - chance of deviancy. The results vary. Rarely, people's bodies mutate. Other times, their powers are unreliable and bizarre, having seemingly no middle setting between Off and Obliterate. Sometimes, the power is semi-sentient or interferes in their daily life. The risk exists and you have to be willing to take it in your bid for power.
Characters
Ever since the slow urban decay of the northern docks in the city of Bridgemore that started in the middle nineties, the number of supervillains and gangs in the city began to rise to dangerous quantities. No one can be certain whether the cause and effect were the urban decay or the supervillains, but it doesn't matter. The city of Bridgemore, once a well-oiled society is now a dilapidated wreck paraded about by arbitrary forces: rogue parahumans.
Two years ago, in 2016, an agent of America's Hero Association came to the city at the request of the mayor. Seeing the massive problem with crime, he assigned the city a HOSV (Hive of Scum and Villainy) status and ever since then, the AHA has been directing resources to forming a new EPR department in the area, including a superhero team.
That is where you come in.
A parahuman living in the area, you've either been detected by the EPR and approached with a job offer or came to them on your own.
Tomorrow, you're meeting your teammates.
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