Victorian Justice League: A Tale of Two Cities
A PbP game of Victorian era superheroes run by Ryan L.
IC thread
Player Characters
Flash, played by fireinthedust
Hunter of Mars, played by Leliel
Wonder Twins, played by brahnamin
Wonder Woman, played by jmucchiello
Non-Player Characters
Legion of Doom
A prominent villain group formed by sworn nemeses of the Justice League.
Places
Gotham
Home of the Bat-Man. A major center of heavy industry and shipping, famous for its thick smogs and robust criminal element.
Metropolis
Home of Supergirl. A renowned hub of science and education, sometimes titled the "City of Tomorrow".
Watchtower
Our heroes' base of operations as a team, a former lighthouse situated on the south-east tip of an island halfway between Gotham and Metropolis by the famous Metro Narrows Bridge (which is a magnificent feat of modern engineering and manufacturing in its own right, showcasing the combined potential of both cities).
- Advantage
- Powerful - The team gains 5 extra super power points, but also a major Enemy: the Legion of Doom.
- Complication
- Contested - The team gains a minor Enemy: who?
- Upgrades
- Hidden Entrance - Secret underground tunnels traversed by electric rail speeders, connecting Watchtower Island to a number of hidden access points in both cities.
- Occult Library - Well stocked suppository of esoteric knowledge. Adds +to 2 Occult rolls.
- Science Lab - An observatory, laboratory and workshop newly built on the other side of the island. Adds +2 to Science/Research rolls.
Setting Rules
Born a Hero - ignore Rank requirements for edges during character creation
Comic Book Combat - a bunch of little add-ons including Combined Attacks (Support can add to damage instead of skill), Knockback (powerful attacks send people flying), Power Stunts (spend a benny to use a power in an enhanced or non-standard way) and Synergy (different types of attacks hitting the same target in the same round can help/hinder each other)
Conviction - token earned for a great triumph or tragedy, spend to add d6 to all trait and damage rolls for 1 round, can pay a benny to keep it going for an extra round
Creative Combat - if you win a Test with a raise, instead of the target being Shaken roll for a random effect (table on page 137 of the core rules)
Death & Defeat - replaces the Incapacitation table; instead of just dying you gain a point of Conviction, ignore all wound and fatigue penalties for one round, and then you die
Fanatics - dedicated villain minions can take a hit instead of their boss
Gritty Damage - when you take a Wound, also roll on the injury table for a temporary injury (goes away with the Wound)
Hard Choices - GM starts with no bennies, Jokers give no bennies, used player bennies are given to the GM
High Adventure - spend a benny to gain temporary use of a combat edge
Larger than Life - can take an extra major hindrance, for a maximum total of 6 points, at character creation
Never Surrender - if an incapacitated character is dealt a Joker, they can instantly get back up Shaken
Throwdown - ignore the Unarmed Defender rule
Notes
TBA