Heroes haven't truly been a thing outside the mentally damaged dressing up to punch criminals, getting unceremoniously shot and bled out in alleyways, and seemed to only existed in myth, but in secret conspiracies, the shadows and beyond earths reaches, this is far from the truth, and for whatever reason, rumours of mutants, preternatural scientific breakthroughs and more are beginning to emerge.

The city of X (Located in america), for whatever personal reason, each of your characters happens to be in a bank as it is robbed, things will escalate from there!

I need names for this stuff. Really bad now.


Remember the games in third edition.

Power levels:

Players start at Power level 6, they're meant to be low and their powers all sealed, not understood, not fully exploited yet and the like. Feel free to be for whatever reason much more theoretically stronger but you can't go all out for whatever reason. At the end of each full adventure all players gain one full PL until the ending, where the whole cast of PCs will be PL 20. Yes a PL20 player character will be insane so do take into account the horror of dealing with that at some point when planning your character.


In essence, these are special Super Complications and given their own section on character sheets. Indented to show that between these adventures, you are your own characters in your own stories. You each have the ability to claim a positive issues but for each, you must take a negative issue as well, and during the game, you can claim these for benefits similar to how complications give hero points, as an example, a positive space police might claim they are part of a thousand space cops just about as strong, and they can guaranteed escort these villains to a place they're needed while we stop another villain who's going to abuse this distraction, but each use leads to a negative issue coming up later in that adventure or otherwise as soon as convenient (for me, the GM) such as the space police's evil enemies the space bloodfirepsychopaths get antsy because of the convergence and once the team can finally get to those captured criminals they're under siege by the bloodfirepsychopaths. These can be 'linked' because your stronger evil magic that deals with satan probably should only provoke satan's interest and not your unrelated cthulhu's interest issue, but I can fiat around these if I feel I have more convenient ideas at the time. Also, having some is mandatory.


Each of you have foes who are a little more personal then normal. At the start of the game some may not be active forces or even exist yet, but they'll quickly come into things. Each player comes up with two total, one for themselves and one for another player. These are pretty loose for what actually constitutes a foe, individuals, small groups or organizations are all legitimate. Theres no such thing as too many details though I'll handle the stats and there may be surprises.

At the moment, these are

Self made:

  • Runa has her creator, genius geneticist Dr. Hisakawa and 'Mother' Ymir
  • Turner has the Association of Vacancies, a completely legitimate buisness gathering not connected to cultlike rumors at all.
  • Moira has The Dragonmoth, A mysterious foe not fully established yet.
  • X (Notironman) has X (Upstart millennial)
  • X (Reapergirl) has Jormungandr the devourer

Fan made:

  • Runa has Einna, the improved version of a human/X hybrid.
  • Turner has Sara Store, endangered animal killing billionaire adventurer thief.
  • Moira has the Time Travelers Beau, a constant snarl in fates plans.
  • X (Notironman) has X (Golemancer)
  • X (Reapergirl) has X (Bodyhopping immortal deathdodger)

Other house rules

I'm sure i'm forgetting a bunch I came up with, please remind me.


Each player must come up with a villain, it need not be THE antagonist, a joker to their batman, but they should be important and prominent.

After that, each player must have someone else make an additional villain for themselves to fall into a similar role.

These villains can work any way you want, but they need to pose challenges, obviously. A powerless weak human's just fine if they have a league of assassins or run a militant country, and on the contrary a super strong villain isn't bad either, for whatever reason they won't need to just directly try and murder you first encounter, after all. An organization is also valid for all of this.


Leave your characters and sheets here.
Runa Yggdrasil - Played by Vega. Human/alien hybrid with a variety of powers derived from her heritage, leaning toward altering her own physiology in often disturbing fashion.
Turner Locke - Played by Scribblefag. Ex middle management effectively cursed with strange keys that unlock everything and leads to everywhere. Currently living on the edge of society wiggling through many international shipping, tariff, and trade laws in his word of mouth only international small packages shipping business. Was considerably more relaxed until his life got legally destroyed by drunken key usage, now he avoids anything shady and traceable while dodging eldritch cults who beat him into a pulp and use the keys on a nearly yearly basis.
Kayleigh Moira - Played by Orrin. Descendant of Fate Spiders and unusually (for her kin) focused on direct intervention and the idea of heroics. Stepped outside her previous work to encourage heroics in others, and accidentally ended up a hero herself (kind of). Has a fondness for weaving and webs, whether physical or metaphorical, and you'd be amazed at the freakish bad luck of her enemies (and sometimes her allies as well).

Rogues Gallery
A brief listing of all your foes. Or the important ones at least.

Episode Listing:

Names (themes, content, villains, existential state) pending:

  • (pl 6) Just a simple bank robbery
  • (pl 7) frame job
  • (pl 8) Team Up
  • (pl 9) ?
  • (pl 10) Space!
  • (pl 11) Team up #2 Combined attack harder
  • (pl 12) Dinosaur Nazis!
  • (pl 13) Not-so-civil War
  • (pl 14) Mirror Universe
  • (pl 15) Freedom is Free
  • (pl 16) Sidekicks
  • (pl 17) ?
  • (pl 18) ?
  • (pl 19) Tensions
  • (pl 20) The Final Showdown
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