There Are No Heroes
There never have been and never will be among us.
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There Are No Heroes is set in the modern United States with a distinctive alteration outside of reality - the limited presence of that which defies nature, the supernatural. Though not always subtle, the supernatural is an element that is as mystifying and poorly understood as it is in regular lore, yet here it has influence and presence. Despite this, it is not acknowledged or readily known, even by those involved directly in it as few and far between as they are; most people simply regard it as myth, folklore, urban legend and fantasy.
Your common man will go about his life paying no attention or regard to this element of reality, as he's unlikely to ever see it - experience it. At the end of the day he will still be concerned about his bills, his next promotion, and if his wife is cheating on him with his neighbor; never once stopping to care about anything outside of the norm.
But not everyone has such minor concerns.
For a few unfortunate persons their lives can never be the same as anyone else's no matter how hard it is they try. They work in the same conditions as anyone else, striving to get by, but they're scarred from some element they can't explain but simply know. They won't - they can't - attribute these incidents as madness, and they won't simply let go as they know there is more to life than spending ten hours of their life commuting and working within the confines of four small walls at a desk, day in and day out. They are the caliber who spend sleepless nights trying to put these thoughts away, either be it in a bottle of alcohol, a bottle of pills, or repeated medical appointments... but nothing they do will ever convince them otherwise.
Yet some of these people are more than just people now; they are something else altogether - or always had been and never realized it.
They are cursed (or gifted) with powers that aren't meant to be - things that cannot exist or defy existence - thus, nothing can ever be the same for them. Most, if one can call such limited a population of unusual persons, fall prey to what their true nature is or has become, as people are vulnerable, but most of all, corruptible. When given power over their fellow man most use it to further their own lives than to better that of others. Imagine, for a moment the ability to influence one's opinion with mere thought - to sway even the staunchest of opponents and weaken their resolve. Or muse on the nature of eliminating the greatest of rivals on a dark night when they travel by themselves, leaving with slicked claws or fangs and no valid evidence.
In There Are No Heroes most characters are redeemed terrors of un-nature; individuals who fell prey to some aspect of their power, only to return as better aspects of themselves, or at least shadows there of. However, this comes at a terrible cost... one doesn't simply forget, or excuse, their evil deeds done - they need repay, with the rest of their existence, wrong with right.
This does not mean they need take the high road, and in fact, one should not always; the high road, while morally superior, is often prone to failure.
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Plot
Each character opens with their backstory played out, defining who they were, what they are, what they did and what they do now. In this they are essentially sharing their backstory and explaining who their character is in game before moving on to the current plot. While other characters do not immediately know this information (unless of course they too were present), it's presence is for the other players to better comprehend the character in their current time frame - an explanation of sorts to understand the angle a character and writer is approaching from before the actual plot itself initiates.
Each character's current place opens with them trying to live out their life and undoubtedly facing difficulty in adapting to the norm as something outside of it. It is here that as the game master once all characters have posted that the plot itself will be revealed; what I will say is that each character will be brought together by fate - a mechanic explained later.
The plot itself will contend with opposing that which is evil, be it man or things of un-nature - that the antiheroes (the characters) need do their best to not only go undetected and try to live out their lives subtly, but also to prevent others from doing great harm to those who cannot defend themselves. The threats will vary wildly from scenario to scenario, but most are only human.
- All characters provide an opening backstory to give a feeling for what made them who they are now.
- All characters try to live their lives with some semblance of normalcy and conformity.
- All characters are formerly normal people with abnormal abilities, or normal people who have encountered the abnormal formerly.
- All characters are antiheroes who are attempting to redeem themselves and undo errors or mistakes of their past.
- Most characters should be flawed or scarred psychologically from their experiences in the past, and develop credible coping mechanisms.
Characters
Players have two base options for characters, both of which are very, very broad strokes; human and the inhuman. Humans have the advantage of, while not strong, fast, resilient, or superbly intellectual, they can live out their life and operate with normalcy - things which the unnatural cannot. Inhumans, however, are much more varied, as the touch of the supernatural renders a human (in the eyes of other humans) inhuman; by this virtue, in game mechanics, a human being with actual psychic talent is placed into this category, just as a zoanthrope is, despite both being largely able to live out normal human lives whereas a vampire simply could not.
Most importantly to character creation is "fate", or in the more abstract sense "Fate Points". Each character before creation has three points of fate, or effectively the ability to do or be the impossible within a few limits; this abstract concept represents a twist of fate, or mere chance essentially. In order to play an unnatural human one must expend a single use of fate at character creation, representing that they survived, endured, or encountered an event that was entirely fate and or chance - something that should not have happened; a violation of the normal laws of the universe.
A valid use of a "Fate Point" is to make a regular human character into a psychic with a few basic abilities. For example, while a psychic can't explicitly read minds, they could sense emotion and glean a bit of it from thought in a form of telepathy, or could be able to levitate small objects through a version of telekinesis, or even gain knowledge of a person by handling an object through psychometry. They could not however, outright cause people to spontaneously combust and ignite with pyrokinesis or possess someone with a form of astral projection.
Thus one must expend a point to create an unnatural character, and must expend another point for additional expanded abilities, such as having multiple abilities. Some unnatural creatures inherently have multiple abilities, but come with drawbacks; a human with lycanthropy is playable with but a single expenditure of fate because though the actual alternate form is exceptionally powerful, it is difficult to control, is vulnerable to silver, is compelled to manifest on full moons or under extreme duress, and otherwise can be readily exploited by others. If the individual wanted to have absolute control their lycanthropy, with both true mastery and understanding of it, they'd need expend two fate and only receive that benefit; they could not, as an example, expend another point of fate and make silver cease to harm them, or fail to transform under a full moon, as these are universal qualities of which no exception for their type as a lycanthrope exists.
Fate, otherwise, is used to preform acts of extreme heroism or otherwise defy the possible. One could, with fate, survive a mortal wound - a human survive a point blank shot to the head, dealt by their captor. Though they would be comatose for weeks at a minimum, they would survive and remain a character. One could not, with fate, as a human stop an oncoming bus through the strength of an outstretched hand alone; the vehicle would instead careen, haphazardly, out of the way when it should have killed them - perhaps for no immediately obvious reason. Treat fate uses like this as a "second chance" and specify usage of them through something like double parenthesis at the start of the post, saying "I'm spending a twist of fate." or something similar.
Moving on from the concept of "fate", characters should be readily attempting to manage normalcy versus their abnormalcy (or dealings with it); they still have lives to attend to, needs to fill, and things expected of them. The further they drift away from their previous normal world, the more distinct the corruption becomes as they are left, largely by themselves, to themselves. Characters should not revel in their monstrous power (if they have it) - it's frightening - but they can easily understand and comprehend it to the point that they can utilize it as a tool, and more importantly, a means to survive.
- Minimum age of characters is 18.
- Characters may be human (with experience toward the inhuman), or inhuman (with former humanity).
- Characters all begin play with 3 Fate Points.
- Characters must spend 1 Fate Point to become supernatural, and an additional 1 Fate Point to refine their abilities or remove a weakness that is not universal.
- Characters should not revel in their abilities or experience with the inhuman; it has damaged, or even destroyed their human life.
- Characters may not combine different inhuman qualities.
Character Sheet
Below is the generalized character sheet, which while expansive and long, should cover almost any area that a character sheet need to.
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General Information
Yes, this is a revamp of a previous topic under the same name with a few, more minor alterations - equally so, I would actually like to see this topic go somewhere with activity, as I am confident the concept (while not a first) holds plenty of interesting merit. If you're curious as to what changed - if at all - know that all I really did was clean up some of the text for inhumans and give better, clearer detail.
Otherwise, for all intents and purposes, this is just an update to work with the newer guild edition.
- I am accepting only two other players. First come, first served. If you wish to hold a slot, post here; you will have three days only to keep your slot reserved, otherwise it goes to the next highest in queue.
- I will be playing as both a game master and a character, with pre-scripted events randomized. I don't know the outcome of every scenario - my dice on my desk do, and I'm at their mercy as well.
- I can and will award bonus fate for excellent roleplaying and cleverness. Don't abuse your fate points, as they're there for the "Everything has gone wrong." moments when the the story twists hard and unforgivingly.
- Play your characters like people. Real people who aren't accustomed to these sort of things and try to live with what they've done, what they are, and what they do. They're not truly heroes for a reason.
- Please don't try to go for the "special snowflake" route. Though every character should be unique, credible, and interesting, don't pile on the cliches - do something different and new.
- This setting is for mature participants only, as it will include described violence and adult language, but not extreme amounts of either. Adult themes are strictly forbidden and will only fade to black prior to any questionable actions transpiring.
Player Characters
DEADLINE:
Interested players have until 0001 03MAR15 to reserve a slot, receive acknowledgment on reservation, create a character, submit a character, and receive approval.
- Reserved Slot - The Harbinger of Ferocity
- Reserved Slot - Orichalk
- Reserved Slot - Zashes
- Reserved Slot - Howler