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Alrighty boys. I burned the shit out of my hand at work so I'm at home now. With nothing better to do, how about we talk lore for this world?

First, some out of game lore! This is actually me running the setting as a test before I start writing in the setting's true format: graphic novel. I wanted to get a grasp on how well I can make the world work. Let it me known that, while I am using the same setting for the comics, Tom and this exact adventure will not be featured (at least not unless I can find a way to do it as a separate adventure and not get sued by some salty anon wanting my sweet, sweet comic money)

There are some very big changes between this universe and our own. The biggest change is the emergence of Powers at the end of WW2. No one knows exactly how it happened, but a virus known as the Gene Reallocation Virus (GRV) was born from the fallout of the bombs that fell on Japan. The vector for the virus is unknown. Some scientists hypothesize that the virus itself has the power to teleport from host to host. There is no known cure. The chance contracting GRV is 1 in 500. Actually displaying powers is 1 in 15,000. Since their initial discovery, there have been around 140,000,000 Supers created by GRV. Most are either too subtle to notice or are ineffectual enough to warrant investigation. (In my fluff there is a Super who has the power to teleport authentically made tacos into his hands.)

The 'official' name for GRV victims who have manifested powers is Carriers, but the nicknames of Supers, Capes, and Villains have become commonplace, even within government bodies. With the cause of superpowers publicly known, there are actually quite a few anti-Super groups that vocally call for even good Supers to be quarantined away from civilization as they know it.

What shall we discuss next?
>Major Players (Super Groups)
>Power types/classification
>Magic
>>
>>45637975
Power types.
>>
>>45637975
>Power types/classification
I always like seeing the ways that settings that actually classify types of superheroes do it. Some go by tactical considerations, some go by theme of power manifestation, some go by underlying mechanisms...there's a lot of fun ways to do it.
>>
>>45638060
Originally I thought about just simply using the typing system used in Worm, but then I just thought I was being lazy, so I tried to come up with my own.

Power Types:
Senory: Powers that alter either the perceptive senses of the Super or another. (Sound Manipulation, Invisibility, Pheromone Manipulation, etc)
Psionic: Psychic powers. (Telekinetic, Telepathy, etc)
Physical: Powers that manifest in augmentation of one's body or enhance abilities. (Super Strength/Speed/Agility/Durability etc.)
Energy: Powers that generate or manipulate natural (non-magical) energies and/or elements. (Laser beams, Heat Vision, Ice Breath, etc)
Magic: Self Explanatory. See: Magic.
Monstrous: Permanent changes to a Super's body upon Power Emergence. Usually coupled with mental changes. Powers held by Monstrous Supers tend to be more powerful.

Classifications:
0: Unremarkable, useless or too subtle to be trouble. (Taco teleporter)
1: Average (Class 1 Physical powers are just slightly above or on par with what the strongest/fastest/agile/toughest person is capable of)
2: Above Average (Noticeably different abilities. Psionic, Energy, and Magic usually start at Class 2)
3: Powerful (Powers that can do damage to others or the Super's surroundings, not directly lethal)
4: Lethal (Powers that can do deadly or serious and significant damage to others and/or property)
5: Disaster (Ranges from Mass Death to potentially world ending)

To put it into a bit of perspective, Tom Gainer would register: Low Class 5 Sensory Manipulator/Class 1 Physical Enhancer as of last thread.

What shall we discuss next?
>Magic
>Major Players (Super Groups)
>>
>>45638522
>Magic
Let's get all the metaphysics out of the way before we go onto social structure.
>>
>>45638542
Magic has existed long before the GRV, but was only put on the forefront of discussion thanks to incredibly rare Supers with the power to manipulate those forces.

Outside of 10 special cases recorded, those with an affinity for magic are actually immune to the GRV. The magic community is closely knit and secretive, not sharing the details of how magic works outside of those already shown to have talent. Magic ranges from rituals, thaumaturgy, elemental control, to summoning. Its variety and mystery makes it hard to track by those unschooled in the arts. Practitioners who have met with government officials only disclose that the definition covers three basic forms: Natural, Arcane, and Divine.

Natural magic is covers the aspects of nature: Basic elemental control, nature itself and, to lesser extents the human body. Blood magic is considered a dark extension of Natural magic.
Arcane covers a much broader spectrum of magic than the other two forms. Elemental conjuration, illusion, charm magics, and most ritual magics are considered Arcane.
Divine magic comes from contracts with beings beyond. What that means has never been explained, but it implies that Divine magic comes with severe penalties if talked about. Summoning, Miracles, Divinations, most forms of Healing magic, and a handful rituals are considered Divine. On the darker spectrum, Necromancy is considered Divine.


Two more subjects to go
>Major Players (Super Groups)
>Supers and Culture
>>
>>45638841
>>Supers and Culture
>>
>>45638841
>Major Players (Super Groups)
>>
>>45638841
>Major Players (Super Groups)
>>
>>45638868
Despite over 50 years of existence in the public eye, all Supers deal with the stigma of showing the symptoms of a virus that strikes fear in the hearts of almost the whole world. While now there are more people who are supportive, there are still vocal anti-Super groups that fear that Supers will bring about some kind of plague that will kill them all. Most of them are focused on Monstrous Supers and Class 4 and 5 Capes. The most notable and extreme of these hate groups will be covered in Major Players.

Supers maintain the same rights as citizens, but their powers require them to register with either the government, the Super Union, or similar a similar organization to classify their power types and, if necessary, take precautions to help Supers manage their powers.

There have been a number of Class 5 power related incidents around the world that laid the ground work for this legislation. One of the more notable was known as the Dubai Blast. In 1974, an unregistered Super vigilante, while in the process of stopping a mugging, lost control of his powers and wiped the city of Dubai off the face of the map, himself included. Thousands were dead and the crater remains a memorial for the city and its lost population.

Pop culture as we know it has changed very little as the likes of Superman, Batman, Wonder Woman, Spiderman, and especially the X-men and Avengers have shaped and inspired Capes and Villains. The most notable of heroes are treated like celebrities and most Capes have jobs outside of 'Heroing'

>Major Players is next stay tuned!
>>
>>45639358
He destroyed the city of Dubai while trying to stop a mugging? Wow. Did said superhuman know he was that strong, or was it a surprise for him, too?
>>
>>45639384
Not on purpose. Spontaneous power meltdowns happen. Rarely, but they're there. Little is known about the incident since it was before more concrete records were kept on Supers.
>>
>>45639280
>>45638977
>>45638977
>>45639280
Several groups have taken the forefront since the US government started registering Supers. The most recognized group is the International Union of Powered Heroes. Better known as the Super Union, IUPH is the largest and most efficient organization that coordinates and manages Capes for the Americas, Europe, Asia, Australia and some parts of Africa. In every location, the Super Union is normally backed by its host government and shares its registration list of non-combatant Supers and volunteer Capes to allow for as even a distribution of power around population centers and problem areas. The key members of the Union are as follows:

US and Canada:
East Coast lead: Apex (NYC)
West Coast lead: Warden (LA)
Canadian lead: Eric Walters (Ottawa)

Mexico lead: Alphonso Rodriguez (Mexico City)

Central America lead: Florencia Gutierrez (Guatemala City)

South American lead: Maria Rojos (Buenos Aires)

European leads:
Western Europe: Conrad van Kaar (Amsterdam)
Eastern Europe: Asuman bint Balik (Istanbul)

Asian Leads:
Russia: Ivan Tolokonsky (Moscow)
China: Cheong Mao (Beijing)
Hong Kong: Kent Long (Hong Kong)
Japan: Dokuya Izanagi (Tokyo)

[Cont]
>>
>>45639805
Another important group, Platinum Towers, manages the super prisons and provides support for Capes and manages therapy for Monstrous Supers and recovering Villains. The CEO and director of support services for Platinum Towers is Johnathan Stern. While he himself is not a super, his assistant is a young Monstrous woman known as Swan. Platinum Towers has a contract with the US government to build and manage facilities meant to rehabilitate Villains and provide support programs for non-combat Supers of any power classification.

There are various smaller organizations that employ and support Capes, but none play significant a role in the world like the Super Union and Platinum Towers.

On the other end of the spectrum, criminal organizations exist that take advantage of Villains and easily duped Non-combats. The most prominent in the US and Central America are the Cartels. Their Supers of choice are teleporters and Class 3 Speedsters or higher as they can typically transport drugs at a higher success rate.

Many other organized crime syndicates utilize Villains as muscle, mules, or coordinators for their operations. The Italian mob, Bratva, Triads, and Yakuza are the biggest employers of Villains for these purposes.
>>
>>45640077
Are there any more questions? I'd love to answer any you might have.
>>
>>45640104
I can't think of anything to ask; don't know enough to know what I want/need to know more of.
>>
>>45640104
Sup FSQM
What's the super vague END GAME/end point to this? Cause I want to believe in a Cape quest but they've all gone quiet
>>
>>45640661
Good question! Is it super vague enough to say that there might or might not be an End Game?

But more seriously, its a little to early to think about an END GAME since I've just barely started the first arc. I have a total of about 5 arcs prepared to use.
>>
>>45640849
Hey im back. Is there a link to a first thread?
>>
>>45640951
http://suptg.thisisnotatrueending.com/archive/45605012/ the first thread

http://suptg.thisisnotatrueending.com/archive/45625087/ thread number two
>>
>>45640104
Im just waiting for the quest
>>
>>45637975
Is your hand okay?
>>
>>45640104
Will there be allies/group approval points?
Will we have our own base if we go independent?
Will armor/gadget affect the combat?
Will there be love interest?
Can we upgrade our clothing/gadget?

other than that, I am waiting for quest
>>
Rolled 27 (1d100)

The bigger question is:
Will we ever get good Sound Power rolls?
>>
>>45641344
nope
>>
>>45641248
I spilled a whole cup of hot coffee on it. It burns like a son of a bitch, but nothing that'll keep me from working tomorrow.

>>45641242
Follow me on twitter @SixWingZombi6 for updates on when I'm going to run the quest. Saturday night will be the next part of the quest.

>>45641316
Yes
If you want to try that headache, sure
Definitely
Probably, I have a few ideas on that
Again, probably.

>>45641344
I hope so, there are so many interesting uses for the Sound power
>>
Rolled 46 (1d100)

>>45641344
>>45641350
>>45641370
>we eventually have to abandon sound power cause we can never get good rolls for it
>use only Agility
>become the 1000 Kenyans Man
>>
>>45641398
Just become forest gump and never stop running
>>
>>45642408
I was voting for Sound Powers, but you changed my mind.
This is now my goal.
>>
>>45642512
We could be something of a tall tale. The man who runs.
>>
>>45641370
So as we train our powers is it that we'll:
A) get modifiers for actions that involve said power
or
B) unlock new moves and applications of our powers

Also yea I know we just started but I don't want you to fade away.
>>
Bump
>>
>>45637975
I would have dropped 140,000,000 to 1,400,000
>>
>>45646816
>[Update
the way i see it, the chances of a person having a class 3 power and above are 1% of that. Something like the major majority of people with powers have very useless ones.



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