Victorian Justice League: A Tale of Two Cities

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A PbP game of Victorian era superheroes run by @Ryan L.

IC thread

OOC thread

Development thread

Player Characters

Bat-Man, played by @Max

Flash, played by @fireinthedust

Golem, played by @Delazur

Hunter of Mars, played by @Leliel

Supergirl, played by @Kaiya

Wonder Twins, played by @brahnamin

Wonder Woman, played by @jmucchiello

Zatanna, played by @IMGoose

Non-Player Characters

Legion of Doom

A prominent villain group formed by sworn nemeses of the Justice League.

Places

Watchtower

Our heroes' base of operations as a team, a former lighthouse situated on an island between the two cities by the Metro Narrows Bridge.

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 connecting Watchtower Island and a number of hidden access points in both cities, traversed by electric rail speeders.
Science Lab - An observatory, laboratory and workshop newly built on the other side of the island.

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