Capes: 72
It was over thirty years ago that the first parahumans appeared and the world was changed forever. More commonly known as capes, parahumans have bought both crime and law enforcement to new extremes with their superpowers.
This is not your standard comic-book superhero setting. Being based on John McCrae/Wildbow's Worm and Ward, Capes is a darker and grittier take on the superhero genre and despite the presence of a wide assortment of superpowers, injects a dose of realism into things. Villains take part in more typical, realistic criminal endeavours; they're dealers, thieves and killers. Heroes are either government sanctioned law-enforcement or vigilantes skirting the edges of what is legal.
Capes: 72 is set during the same canon as the first two Capes, however the setting is different. In the aftermath of a Tinker-orchestrated terror attack on Paris, the majority of the city's professional heroes have been left dead, seriously injured or otherwise seriously incapacitated. What's worse, computer simulations predict that the next Endbringer attack is due to occur within the next three days - most likely hitting somewhere in the Middle East.
It's all hands on deck as most people are on edge with the attack coming soon and the hero organisations are all focused on preparing. For the next three days, Paris is almost solely under the protection of young, junior heroes who until now have been unable to act as anything more than sidekicks.
This is not your standard comic-book superhero setting. Being based on John McCrae/Wildbow's Worm and Ward, Capes is a darker and grittier take on the superhero genre and despite the presence of a wide assortment of superpowers, injects a dose of realism into things. Villains take part in more typical, realistic criminal endeavours; they're dealers, thieves and killers. Heroes are either government sanctioned law-enforcement or vigilantes skirting the edges of what is legal.
Capes: 72 is set during the same canon as the first two Capes, however the setting is different. In the aftermath of a Tinker-orchestrated terror attack on Paris, the majority of the city's professional heroes have been left dead, seriously injured or otherwise seriously incapacitated. What's worse, computer simulations predict that the next Endbringer attack is due to occur within the next three days - most likely hitting somewhere in the Middle East.
It's all hands on deck as most people are on edge with the attack coming soon and the hero organisations are all focused on preparing. For the next three days, Paris is almost solely under the protection of young, junior heroes who until now have been unable to act as anything more than sidekicks.
Factions
Whilst other small hero organisations and numerous criminal gangs exist, these are the most notable factions to be considered in Capes: 72.Union des Héros
The Union of Heroes is the European Union's multinational, officially sanctioned and sponsored hero organisation comprised of several connected European agencies and is modelled largely after the North American Protectorate. Union des Héros is the French branch of this organisation with a building in each major French city.
They are primarily tasked with responding to parahuman crime and emergency response but can also attend a non-parahuman crime in progress if they are in the area. All branches of the Union of Heroes are overseen by the Agency of Parahuman Security (APS), a non-parahuman international EU police agency tasked with responding to parahuman threats and administering the law in relation to parahumans.
In light of the recent terror attack, most of the Paris arm of Union des Héros have been killed or hospitalised.
Les Écuyers
The under 18 junior division of Union des Héros, internationally known as the Squires. They have similar responsibilities as their adult counterparts in addition to mandatory schooling. Unlike the full members of the Union however, they generally are forbidden from acting without supervision and may be barred from attending more dangerous crimes outside of an emergency scenario such as an S-Class threat.
In Paris, with most of Union des Héros gone, The Squires are, for the next 72 hours, the primary hero agency in the city and have been granted the same authority and responsibilities as adult Union heroes.
Die Freien Leute
Originating in Germany, the Free People are an anarchist terrorist cell determined to bring down what they perceive as the oppressive forces of governments and their sponsored hero agencies. They are lead by a dangerous tinker named Befreier and have claimed responsibility for the recent attack.
Les Fantômes
A French organised crime syndicate with a large number of criminal capes in their ranks. Although their central leadership is largely unknown, they dominate the French underworld and have been known to cannibalise smaller criminal organisations and gangs. Arms trade, drugs, prostitution, homicide - if it's illegal and in France you can probably trace it back to these guys.
Capes
Parahumans can possess a wide range of different powers, although most will have a power or power set with a specific sort of focus. In addition to that, most powers are bound by a strange effect that causes them to affect only organic material or only inorganic material. Few possess a power than works on both. Parahuman abilities can be classed into several categories with all abilities fitting into one or more of the following classes:Mover - A mover is a cape with a power enhancing their mobility. Think speedsters or teleporters.
Shaker - Shakers are capes with powers that have an area of effect. Think manipulation of the terrain or barriers.
Brute - Brutes are capes with enhanced strength or durability. This one's pretty self-explanatory.
Breaker - A breaker is a cape that can shift into another state. For example, the ability to become water or smoke.
Master - A master can control and/or create minions. Mind control or controlling bugs, for example.
Tinker - Tinkers can create various devices and gadgets with futuristic technology. They always have a specialisation, although that specialisation might not be immediately apparent even to themselves.
Blaster - Blasters are those with ranged, offensive abilities. Lasers or pyrokinesis, for example.
Thinker - Thinkers have powers based on gathering information such precognitive powers or a superpowered intuition.
Striker - Strikers have powers that are based on touch or have a melee range.
Changer - Changers have powers altering their form or appearance such as shapeshifters.
Trump - Trump capes can manipulate powers to some capacity. An example of a Trump ability would be weakening the powers of others.
Stranger - Strangers have powers based on stealth or infiltration such as invisibility or perception filters.
All capes develop their powers in what is known as a trigger event. A trigger event is a time of extreme suffering or distress. Powers will often have a connection to the event that causes them to manifest with those who suffer physically usually developing physical powers and those that suffer mentally usually developing mental powers. A power's main priority when appearing is adapting in a way to sustain its host. A power can be detrimental, but will never be fatal to the person who wields it. Capes can have second trigger events, but these are extremely rare.
RP Mechanics
Unlike the primary Capes RPs, 72 works a bit differently. First and foremost, while previously you had the option to play as a villain or rogue (someone who doesn't participate in or fight against crime but uses their powers for economic gain), in 72 you will only be able to play as a member of Les Écuyers. The time frame is also much shorter, the entire RP taking place over just three days.Perhaps the biggest difference though is that while the other Capes RPs were story-driven, but entirely sandbox, 72 has a missions feature. While you are still able to participate in sandbox writing, the focus should be on completing the missions that I will be posting at random intervals throughout the RP.
Sign-Up Sheet
Name:Cape Alias:
Age: <18
Sex:
Appearance: Both in and out of costume.
Personality:
Power(s):
History and Trigger Event:
Rules
1. All standard PC and RPT rules apply.2. GM word is law.
3. Everyone is human. No aliens, gods, spirits, mages or ferrets.
4. Telepathy isn't really a thing in the Wormverse and we're not allowing mind/body control.
5. If you're capable/comfortable, I'm happy for you to play as more than one character.
6. Rather than aiming to just make characters with really strong powers. Try to be creative with parahuman abilities.
7. Remember that the RP is set in France. No you don't need to put all the accents into the French names, I know it's a pain in the ass.
Players
gimmepie as Incendiaire and BondWhatever the hell Rika is calling herself now as Rubber and Ambuscade
Dragon as Immune
Kitty as H.H. Baguette
Godzil as Rhino
Daisuke Mitsuharu as Livewire
Juno as Corvus
Sephear as Godhand
Janp as Middleton
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