So I know that the core rulebook for the RPG isn't out yet, and won't be out for a few months if the hype is to be believed, but me and my friends are all huge fans of the card game and we had a blast playing through the starter kit. Now, I've always been a fairly creative person, and listening to the podcast plus how the system works has really got me pumped for preparing my own home-game for when the full core rulebook comes out.
Anyway, if anyone is interested, I like some help workshoping some of my ideas. And, if any GM out there likes them, feel free to use them if you like.
Tone: So my players said that they'd be up for playing any 'style' of superhero game as long as it is lies somewhere between 60's Adam West Batman Sillyness, and Netflix Punisher grittyness. I've kind of latched on the the 'inFamous' series of videogames for tone. There's some grim and gritty aspects to it, but there is also a time-traveler trying to stop the emergence of a 50 foot tall super monster so . . . y'know, best of both worlds.
Setting: I've decided that I want to have the game set in Megalopolis, six months after the OblivAeon event. The city is still ruined, the economy is in the toilet, and there are lots of homeless (litterally, their homes got destroyed). The crime rate has taken a sharp uptick, but people are still trying to rebuild as best they can. In fact, there's one residential neighborhood that was evacuated, but completely obliterated (Skyscraper fell on it? I dunno the lore, was she in Megalopolis during OblivAeon?) and now the place is a shantytown of ramshackle huts as people desperatly wait for government funding/insurance to help them with new housing.
Legacy in particular has been heavily recruiting new heroes, and has take a more back-steat, logistics-focused role. He considers this a sort of semi-retirement. His reasoning is that so many heroes were lost during the event, that people need to be training the next generation of heroes, and in addition, there needs to be more heroes, incase a galaxy/multiverse-ending threat ever rears its head again.
To that end Legacy has created several smaller 'street level' teams in Megalopolis. One of these is the PCs, who operate out of a remodled convenience store (with secret entrances and exits.) The plan is for these new heroes to cut their teeth on some street level crime in order to train them up as the next generation of heroes. Each team will recieve training from existing heroes (such as trainings against supers for Expatriette, or close-combat training from Mr. Fixer, etc.) and will have a logistics guy, plus the team can call in for side support from other teams if they really need it (though they are discouraged to do this too much.)
Story arcs:
I've got about 3/4s of the first story arc figured out, and a little bit of a second. I can post the specifics down below. I will say both arcs are mystery/investigation arcs, so I will give all of you guys the information up front, but the heroes will figure it out piecemail.
Story arc 1 "New Blood."
Young (name not made yet) was a seventeen year-old daughter of a Revocorp Scientist. She was fairly smart, and was set to go to college in the fall when the Oblivaeon event happened. Her house was one of the ones destroyed and she now lives in the Shantytown mentioned above. Her father was killed in the event which devestated her. The college she was set to go to was destroyed, and with their current situation, she can't afford college anyway. She became a bitter, dispondant youth, like so many in Shantytown, angry at the world and how it had robbed her.
However, while searching the remains of her house, she found an old box of her fathers, containing several thumbdrives and an IV. Curious, she browsed the thumb drives, and while most of it was too complicated for her, she discovered that her father used to work for the Shadows, the orginization that made superpowers (like the ones that made setback and Baron Blade's powered form). Her father had been working to further refine the formula, and had discovered a serum that could flood the body with a special energy. This energy reacted different to each person's body, but it would give you super-powers for about 20-30 hours. The power you got was based on your unique biology, but when the effect ended, it usually really hurt and sometimes killed the host, plus the powers were never very powerful, certainly nothing to take on the freedom five with, so the project was cancelled, and her father had secreted some home to try and work out the kinks in his garrage.
So she takes the serum, kind of not caring if she dies because she's so disillusioned with society at this point, but luckily, she gains the power of Intuitive understanding. Essentially she can take a look at any schematics and figure out how that object works. So, using her newfound powers (and an internet connection at a local coffee shop to look up the stuff she didn't know) she manages to re-create the formula in under 20 hours and give herself another dose, essentially keeping the power going.
After that she becomes a supervillian named "The Pusher" and she basically offers the disaffected and angry youths of Shantytown free superpowers if they come and become part of her gang. The powers that are granted are fairly minor: such as touching non-living objects under 100 lbs and making them float, Force eye-beams that have enough force to knock the wind out of someone, very short-range teleportation with a cooldown of 5-10 seconds (and you can't take people with you), etc.
The arc covers the PCs finding out about the new gang (dubbed 'The New Blood") and discovering what's going on.
Story Arc 2
In the aftermath of Arc 1, the PCs discover some strange roberies, such as stealing beds, chairs, and tables from a furniture store, and linnins and pillows from a wal-mart like store. Shortly after, they discover a group trying to kidnap a little girl from Shantytown. Turns out, she was someone that was experimented on by 'The Pusher.' But unlike the others, her powers were perminent.
This girl, as it turns out, has the power to turn any non-living matter into other non-living matter, but at a slow pace (it takes her about five minutes to make a small child's shirt.) She has hard times with harder materials, and she can't make anything if she doesn't know how it works (and since she's a kid, she can make a chair or a bed, but not a cell-phone or even a door knob.) However, the PCs can discover that the reason she keeps her powers is that her body is subconciously pulling in excess material that she eats, and continiously making The Pusher's serum (for some reason this process is autonomic and she doesn't even realize she's doing it.)
More villians try to kidnap this kid, and the PCs eventually discover that it is some members of the Citizens of the Sun! They are trying to rebuild the Citidel of the sun and have it ready for (if?) Citizen Dawn returns. And they need the girl to provide amenities for the citidel, as they can no longer rely on Dawn's power to just carve a new citidel out of the rockface. They have already taken to naming the child Citizen Crafts (to go along with Citizen Arts?). Big fight one of the more famous Citizens at some point (Citizen Truth?)
So, what do you guys think? Any ideas? Suggestions?