This is doomed to fail. It will never reach a conclusion. If we are lucky it will last longer than Unfound. It will not last longer than ANTI-HEROES. And that wasn't all that long, if you think about it.
Nonetheless, I am compelled to try again. There will be improvements, hopefully, that should ensure that this does not become too much of a workload to be practically feasible (as with Unfound) and there will be better plot-structuring and story development, to ensure that everyone (including myself) does not lose track of what's happening in our heroes' world (as with ANTI-HEROES).
HOUSE OF SPADES will follow the same system as ANTI-HEROES, with chapters posted in a thread as opposed to through the PM system (which proved time-consuming and not very fun at all, which is why I gave up so prematurely).
It will be similar to ANTI-HEROES in that there will be a range of story arcs involving the various characters, possibly culminating in some central event that brings everything and everyone together in the end, and in the fact that it is, once more, all about super-heroes.
The setting for HOUSE OF SPADES is the near-future, in a dystopian city somewhere in America.
With an increasingly problematic situation for the US government on foreign grounds, outbreaks of uncontrollable viral diseases on the European mainland, and rising sea levels as global warming begins to take effect, the world seems a dark place indeed.
It is into this grim future that we see our heroes (and villains) rise. Either born with or engineered to wield bizarre and fantastic powers, various individuals emerge to uphold or transform an ever-changing society beset with evils.
The game will draw inspiration from sources like Watchmen or Miller's Dark Knight, as well as sources more familiar to ANTI-HEROES' players like Heroes or Death Note.
The game will begin with a tentative and experimental first volume, in which a bare minimum of players will take part.
It should cover around five or so chapters and no more, being purely a test to see whether this is do-able or not. Preferably the 'test' players should have all played in either one of my previous two games.
To submit a character, simply fill in the character form below. If you have not played before, and do not think you will be chosen as a test player, it would be sensible to submit a character regardless, as you will be given priority in chosing the next batch of players, supposing the test volume goes well.
Think of this as a belated resurrection of ANTI-HEROES. Or an apology. Maybe.
Character Profile
NameThe character's real name. Barry Allen, Walter Kovacs, etcetera. AliasShould your character operate under an alias. The Batman, Blue Beetle, etcetera. GenderI get confused easily. AgeDisillusioned veteran or fresh-faced boy wonder? Physical AppearanceHair colour, notable features, and so on. Be modest. CostumeShould your character choose to conceal their identity under a mask and cape. Doesn't need to include a mask or a cape. PowerSee list of Special Powers. Choose one. Done. SkillsSee list of Skills. Choose one major skill and one minor skill. Done. PersonaRough idea of motivations, personality, personal philosophies and so on. No backstory details, they will be supplied. AlignmentSee list of Alignments.
And the lists...
Spoiler for Special Powers:
Special Powers
Telekinesis - Moving objects with the power of your mind Regeneration - Quick healing of your own wounds, body does not regenerate after death Healing - Can quicken healing of other's wounds, cannot heal after death and cannot heal yourself Invisibilty - Can turn invisible for periods of time Superhuman Strength and Reflexes - Increased strength and reflex speed Phasing - Can 'phase' through solid objects Superhuman Vision - Increased range of vision, as well as night-sight Precognition - Can gain some knowledge of the future Telepathy - Can read the thoughts of others, some chance of mind-control Negate Powers - Can cancel out the powers of others nearby Electric Manipulation - Can wield some control over electricity Weather Manipulation - Can wield some control over the weather Gravity Manipulation - Can wield some control over gravity Pyro Manipulation - Can wield some control over fire Aqua Manipulation - Can wield some control over water Ice Manipulation - Can wield some control over ice, touching objects can lower their temperature Sound Manipulation - Can wield some control over sound waves (such as creating sonic booms) Force Field Manipulation - Can create force-fields of energy Superhuman Speed - Increased speed of movement Flight - Levitation of varying strength Teleportation - Can teleport to varying degrees (distance and time to recharge may vary) Power Sensing - Can sense others with powers (range may vary) Duplication - Can duplicate oneself (number of dumplicates may vary) Clairvoyance - Can see distant events, people Immobilization - Can 'freeze' an object or person for varying time lengths, may eventually lead to freezing of time itself for short periods Liquefaction - Can transform solid matter into liquid form Perception Manipulation - Can manipulate the perceptions of others, creating illusions Magnetic Manipulation - Can generate magnetic fields from your own body, move/manipulate metals Metallic Frame - Your bones are made entirely from a strong, durable metal, giving you better endurance and strength than a normal human, you may also have some form of weaponry (Wolverine-style claws, for example) Metallic Armour - Similar to Metallic Frame; you have managed to construct a special suit of armour, which fully encompasses your body and improves your reflexes, strength and endurance abilities; not exactly a special power, as you have not been born with it, but you will largely be perceived the same as one born with a power Technopathy - You will be able to adapt to understand complex machinery and technology in an instant. You may also prove worthy as an inventor, and equip yourself with a variety of high-tech gadgets and vehicles to assist your cause Power Mimicry - Can mimic the powers of others nearby for short periods - you do not retain this power after that person has gone Immortality - You will regenerate after dying; this is not the same as Regeneration, and all wounds you suffer while alive will not heal themselves until after you have died Persuasion - You can persuade anyone to do your bidding through the power of your voice; this may fail to work against advanced telepaths or certain individuals Wall Crawler - You are able to attach yourself to walls or ceilings or other surfaces simply through touch (example, Spider-man) Elasticity - Can manipulate your body as though it were rubber, or elastic, allowing you to reach further, move through spaces a normal person might not, and so on Heat Vision - Can send powerful heat rays through the eyes, strong enough to be used as a weapon; can also be used to detect body heat, as infra-red vision might Plant Manipulation - Can manipulate vegetation to some extent, such as making it move or grow at a faster rate No Power - You can, of course, choose to go without a power. It might make things more difficult, or you may find it simplifies matters
Spoiler for Skills:
Skills
You can choose one skill to major in and one to minor in. Your character will be better at the first than the second. Obviously.
Athlete - Runs around the park at night. Or on a treadmill. A capable runner, regardless Body Builder - Works out. More muscular build, can take and give punches and the like better than the average citizen Orator - Gifted speaker. More likely to be looked to as a leader when it comes to taking command of a situation. Perfect for crowd control or rallying others to the cause Weapon Proficiency - A trained marksmen, a talented fencer. Make sure you specify the weapon you'd like to excel at Acrobat - Agile, more able to jump from roof-top to roof-top, or swing from the rafters, or doge that hastily fired bullet Resourceful - A quick and practical thinker, able to utilise surroundings better. Figuring out that that aerosol can and that lighter could go together to make a handy flame-thrower in split seconds, for example Martial Artist - A disciplined and skilled fighter, not just a muscular brawler Socialite - Well connected within the character's social sphere, more likely to know names or faces or contacts Streetwise - Knows the layout of the central city better and as such can use its hidden back alleys and suchlike to better advantage Wealth - Your character has a private fortune, and can devote more time and money to their own follies Government Support - This means your character is funded by the US as a government superhero (this does not prevent you from being a supervillain, obviously). Occasionally you may be given government objectives to fulfill. If you have a Lawful alignment, this will be the US government, otherwise it will be some other government seeking to use you as a terrorist measure Public Following - This means that you (or your alias) have a public following that supports you. It may be a cult that approves of your vigilante justice, a television network that praises your adherence to American law, or it may be an underworld gang that agrees with your views on bank-robberies
Spoiler for Alignment:
Alignment
The 'alignment' of your character is simply used to get a general idea of where they stand to start with. Whether they fight crime, or perpetuate it. Whether they stand by the US government or act as a law unto themselves.
It may well shift or change from that point onwards, or you may attempt to adhere to it.
Lawful Good - A crime-fighter who operates within the law of the US government Lawful Neutral - An observer who operates within the law of the US government Lawful Evil - A criminal who operates within the law of the US government as much as possible, manipulating it to their own ends Neutral Good - A crime-fighter who operates seemingly without laws and moral codes True Neutral - An observer who operates seemingly without laws and moral codes Neutral Evil - A criminal who operates seemingly without laws and moral codes Chaotic Good - A crime-fighter who operates under their own laws and moral codes Chaotic Neutral - An observer who operates under their own laws and moral codes Chaotic Evil - A criminal who operates under their own laws and moral codes
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