Fen-Fen
Me but more fabulous
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- Age 26
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- Seen Nov 26, 2023
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Capes: Fallen
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.
In Fallen, which follows the canon of the first Capes (but don't worry, new players won't have any trouble!), we are introduced to a changed city of Fallcliff. A month prior to Fallen, La Fenice and Fundation (a pair of supervillain groups) joined together and laid siege to the city in a takeover attempt. The Protectorate and Wards, government heroes, fought back against the attempt and were successful, but both sides suffered heavy losses. Now Fallcliff has become a dangerous city, and even the upper class neighbourhoods are dangerous at night. The police and Protectorate are under-manned and crime is on the rise. Nowhere is safe anymore.
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.
In Fallen, which follows the canon of the first Capes (but don't worry, new players won't have any trouble!), we are introduced to a changed city of Fallcliff. A month prior to Fallen, La Fenice and Fundation (a pair of supervillain groups) joined together and laid siege to the city in a takeover attempt. The Protectorate and Wards, government heroes, fought back against the attempt and were successful, but both sides suffered heavy losses. Now Fallcliff has become a dangerous city, and even the upper class neighbourhoods are dangerous at night. The police and Protectorate are under-manned and crime is on the rise. Nowhere is safe anymore.
Factions
There are four major factions that currently hold power in Fallcliff, although several smaller organisations do exist. Players will have the option of being a part of one of these factions or to operate outside them, however plot events will largely revolve around these groups.
The Protectorate and Wards
The heroes of the Wormverse are generally members of the Protectorate, or their under-eighteen division, the Wards. They are a government parahuman agency who are tasked with dealing with parahuman crime, although they can also respond to ordinary offences. There is little difference between the responsibilities of the Protectorates and Wards, however the latter are often accompanied by full Protectorate members and are heavily supervised. Both groups are overseen by the Parahuman Response Team (PRT), a non-cape police agency tasked with dealing with paranormal threats and their fallout. Having suffered heavy losses, the Fallcliff branch of the Protectorate is largely composed of younger and more inexperienced capes and many of its members have transferred in from other branches.
Darwin's Chosen
A loosely affiliated group of cape-supremacists. They believe that parahumans are not just an anomaly but the next stage of human evolution and that therefore they should act as the ruling class. Although technically not a criminal organisation, they are heavily involved in crime against non-capes and have only been emboldened by recent events, claiming that the destruction the cape combatant wrought is proof of their superiority. They refuse to describe themselves as human, only parahuman, and many have taken to "human hunting" for sport. Disturbingly, a subset of the non-cape population has grown to believe in Darwin's Chosen ideals.
Hell's Remnants
Composed of the remnants of the now defunct La Fenice and Fundation, as well as of several smaller groups they have absorbed, Hell's Remnants are a cape-centred organised crime group that stretch across multiple social classes and backgrounds. While its members have joined for a variety of reasons, the primary goal is to profit from criminal enterprises.
Justice
Composed of former protectorate capes, former solo heroes and even those who used to be rogues, Justice are a powerful vigilante group that have risen up over the past month. They patrol the streets and track down villains, bypassing the law to punish them brutally and violently - sometimes even with death. Although they are legally criminals, they have gained a great deal of public support.
The Protectorate and Wards
The heroes of the Wormverse are generally members of the Protectorate, or their under-eighteen division, the Wards. They are a government parahuman agency who are tasked with dealing with parahuman crime, although they can also respond to ordinary offences. There is little difference between the responsibilities of the Protectorates and Wards, however the latter are often accompanied by full Protectorate members and are heavily supervised. Both groups are overseen by the Parahuman Response Team (PRT), a non-cape police agency tasked with dealing with paranormal threats and their fallout. Having suffered heavy losses, the Fallcliff branch of the Protectorate is largely composed of younger and more inexperienced capes and many of its members have transferred in from other branches.
Darwin's Chosen
A loosely affiliated group of cape-supremacists. They believe that parahumans are not just an anomaly but the next stage of human evolution and that therefore they should act as the ruling class. Although technically not a criminal organisation, they are heavily involved in crime against non-capes and have only been emboldened by recent events, claiming that the destruction the cape combatant wrought is proof of their superiority. They refuse to describe themselves as human, only parahuman, and many have taken to "human hunting" for sport. Disturbingly, a subset of the non-cape population has grown to believe in Darwin's Chosen ideals.
Hell's Remnants
Composed of the remnants of the now defunct La Fenice and Fundation, as well as of several smaller groups they have absorbed, Hell's Remnants are a cape-centred organised crime group that stretch across multiple social classes and backgrounds. While its members have joined for a variety of reasons, the primary goal is to profit from criminal enterprises.
Justice
Composed of former protectorate capes, former solo heroes and even those who used to be rogues, Justice are a powerful vigilante group that have risen up over the past month. They patrol the streets and track down villains, bypassing the law to punish them brutally and violently - sometimes even with death. Although they are legally criminals, they have gained a great deal of public support.
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.
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.
- 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 or create minions. Mind control or controlling bugs, for example.
- Tinker - Tinkers can create various devices and gadgets with futuristic technology.
- 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 touched 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.
Fallcliff
This RP is set in the city of Fallcliff, a large and extremely multicultural city with one of the highest cape populations in the country. Fallcliff gets its name due to the large cliff that divides the city in two with the majority of the city sitting on the lower half whilst the upper section is primarily home to wealthy families, parks and large properties. Those who live on the lower half are generally much poorer and live in either apartments or small homes.
Fallcliff has a continental climate with hot, dry summers and wet, rainy/snowy winters. From most parts of Fallcliff, mountains, including dormant volcanoes, can be seen in the distance (a large volcanic event is responsible for the city's interesting geography). Due to the volcanic nature of the area, there are many farms around the outskirts of the city whilst the interior is primarily industrial in nature. Amongst the farmland the sturdy structure of the Fallcliff Detention Centre can be seen.
Over the past month, the lower city has sustained some infrastructure damage and the crime rate across Fallcliff has dramatically increased.
Fallcliff has a continental climate with hot, dry summers and wet, rainy/snowy winters. From most parts of Fallcliff, mountains, including dormant volcanoes, can be seen in the distance (a large volcanic event is responsible for the city's interesting geography). Due to the volcanic nature of the area, there are many farms around the outskirts of the city whilst the interior is primarily industrial in nature. Amongst the farmland the sturdy structure of the Fallcliff Detention Centre can be seen.
Over the past month, the lower city has sustained some infrastructure damage and the crime rate across Fallcliff has dramatically increased.
Spoiler: Map
Sign-Up Sheet
Name:
Cape Alias:
Age:
Sex:
Alignment: Is your character a hero, villain or something else. Who do they work with?
Appearance: Both in and out of costume.
Personality:
Power(s):
History and Trigger Event:
Cape Alias:
Age:
Sex:
Alignment: Is your character a hero, villain or something else. Who do they work with?
Appearance: Both in and out of costume.
Personality:
Power(s):
History and Trigger Event:
Rules
- All standard PC and RPT rules apply.
- GM word is law.
- Everyone is human. No aliens, gods, spirits, mages or ferrets.
- Telepathy isn't really a thing in the Wormverse and we're not allowing mind/body control.
- Rather than everyone having like fifty NPCs that nobody else uses, you're encouraged to share NPCs around and to interact a fair bit.
- If you're capable/comfortable, we're happy for you to play as more than one character.
- Rather than aiming to just make characters with really strong powers. Try to be creative with parahuman abilities.
Participant List
gimmepie as Hostage/Sebastian Medina (Villain) and Jailer/Anita Blaine (Villain)
Fen as Florissant/Safiya Nejem (Protectorate)
Drakath as Speed Demon/Kiro Inazuka (Villain)
PastelPhoenix as Freefall/Reza Shirazi (Protectorate)
OrbitalPudding as Telly/Nicolette Crest (Rogue) and Metallikos/Elmer Prescott (Justice)
Stars as Nix/Jordan Fox (Protectorate) and Magnet/Tom Fox (Protectorate)
Kitty as Park Joon-Il (Rogue) and Sovereign/Park Dae-Hun (Villain)
Dragon as Roll/Veronica Luthenbrugh (Villain)
Fen as Florissant/Safiya Nejem (Protectorate)
Drakath as Speed Demon/Kiro Inazuka (Villain)
PastelPhoenix as Freefall/Reza Shirazi (Protectorate)
OrbitalPudding as Telly/Nicolette Crest (Rogue) and Metallikos/Elmer Prescott (Justice)
Stars as Nix/Jordan Fox (Protectorate) and Magnet/Tom Fox (Protectorate)
Kitty as Park Joon-Il (Rogue) and Sovereign/Park Dae-Hun (Villain)
Dragon as Roll/Veronica Luthenbrugh (Villain)
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