Earths last Hope: Necessary Evil
When Earth’s greatest heroes fall to an alien invasion, only those willing to cross the line remain to resist the V’sori control.
$15.00
/ Session
Details
Bi-weekly / Sunday - 1:30 AM UTC
Dec 21 / Session 5
Session Duration / 3–4 hours
Campaign Length / 1+ Sessions
3 / 6 Seats Filled
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
Schedule
About the adventure
Star City was meant to be the V’sori showcase—a glittering crown of alien steel and turquoise force-glass rising from the mid-Atlantic coast, its needle-towers humming with off-world power and broadcast propaganda. Skimmer traffic glides through lev-lanes patrolled by three-eyed drones; beneath, once-proud neighborhoods sprawl as fenced “human zones,” their streets cracked and choked with salvage rigs, black-market labs, and the scorch marks of aborted uprisings. This is the occupied heart of Earth, equal parts conquest trophy and garrison fortress, where every surveillance node whispers the invaders’ creed: Obey, or vanish. Yet in the shadowed arteries of the city—abandoned subway tunnels, flooded sewer warrens, and gutted high-rises overtaken by mutant flora—something feral gathers. Super-criminals, disgraced heroes, and desperate civilians trade favors in secret speakeasies lit by pirated fusion coils. They raid V’sori depots for Atlantean tech, forge alliances with street gangs and rogue AI, and carve “no-fly” corridors through sky shields using stolen graviton mines. Star City’s skyscrapers may gleam like a new dawn, but the ground level is a crucible of grudges, betrayals, and last-chance rebellions. Necessary Evil drops you into this pressure cooker of neon grime and alien oppression. Your team of morally gray metas must infiltrate armored citadels, outwit psychic overseers, and spark riots that can topple kilometer-high broadcast spires—all while rivals and old enemies scheme in the next district over. Victories will be messy, collateral damage inevitable, and every mission forces you to decide which line you’re willing to cross to snatch freedom from a city built to crush hope. In Star City, reputations are currency, power is stolen by the bold, and survival is never enough. Will you burn the invaders’ paradise to the ground, or seize it for yourselves and reshape the skyline with your own symbol? The uprising begins in the back alleys—bring your darkest talents and remember: sometimes the only way to save the world is to fight like a villain.
Game style
Rule of Cool (RoC)
Combat Heavy
Roleplay Heavy
Game themes
Meet the Game Master
1 year on StartPlaying
94 games hosted
Highly rated for: Creativity, Rule of Cool, Inclusive
About me
I've been running and playing tabletop RPGs since 2013 with friends, family, and coworkers across a variety of systems, including Savage Worlds, White Wolf’s Vampire, Hunter, and Werewolf lines, as well as Dungeons & Dragons 3.5, 5e, and One D&D. I love welcoming new players to the hobby and have guided dozens of first-timers through their first adventures. Whether you're brand new or a seasoned veteran, I strive to create a dynamic, welcoming table where character choices matter and the world reacts. I'm especially passionate about crafting memorable NPCs and presenting narrative-driven challenges—then watching how the party reshapes the story through their decisions. The more backstory and character detail you bring, the more I’ll integrate it into the world to create something personal and collaborative. My GM style leans on the Rule of Cool, moderated by internal logic and mechanical balance. I respect the rules and use them to support the narrative, but story and fun always take precedence.
View Profile →Character creation
Creating your character
your characters will be seasoned heroes (or villains). they will have 5 attribute increases, 15 skill points, and up to 6 hinderance points, afterwards they will have 4 advancements to apply. we will go over this in person before the session begins.
What to expect
Preparing for the session
you will need discord, and the free version for fantasy grounds, i will send a link to the campaigns map from owelbear rodeo which can be used on any device that has internet capabilities. Fantasy grounds is computer exclusive.
What David Mann brings to the table
Every NPC has a distinct personality, setting up realistic reactions combined with narratively fitting humor designed to entertain and delight you, the players I carefully curate background music and sound effects underscore each scene—rain-slicked cobblestone alleys, crackling campfires, or the thunderous pulse of battlefield drums—so you feel the world breathing around them. There will be top-down maps with verticality, cover, and environmental hazards make which make positioning important. Enemies will use smart tactics and synergies to encouraging you to think beyond “I attack.” Flanking, terrain manipulation, and resource management all matter—yet victory often comes to the team that improvises! Pacing: Fights are cinematic but brisk; you keep initiative moving and spotlight rotating, maintaining tension without slog. The Rule of Cool Lives Here Daring ideas—surfing a shield down a staircase, grappling a wyvern mid-flight, or convincing a sentient sword to change allegiance—are not only allowed; they’re rewarded. If a stunt fits the fiction and amps up the excitement, I’ll bend mechanics to make it possible (often with a quick skill check or cinematic consequence). Clear Table Expectations Session 0 & Safety: We open with lines/veils. Respect & Spotlight Balance: Everyone gets their heroic moments; table chatter is welcome, but we keep it on theme and share the mic. Prepared but Player-Driven: You bring a rich sandbox and NPC agendas, yet the story pivots on your choices. Actions have consequences—both triumphs and tragedies are earned. Rules Transparency: Core rules are the backbone; house rules (e.g., Rule of Cool adjudication, cinematic advantage, quick-loot tables) are explained up front and documented. Punctuality & Tech: Sessions start on time, maps and handouts are posted in advance, and owelbear rodeo/ discord links will be shared so everyone’s ready. Overall... My GMing style fuses theatrical storytelling with crunchy, strategic play. Players can expect evocative scenes, smart foes, and a GM who says “Yes, and…” when someone dares something epic. Come prepared to collaborate, think tactically, and—above all—lean into the adventure!
Homebrew rules
I have some minor changes to how the super powers "Super Sorcery" and "Super Science" work. Specifically, they can only emulate powers equal in power points up to half the power limit rounded down. for this campaign, that means 7 power points. This is specifically done so that a hero (or villain) who emulates a power can replicate it, but never as well as someone who specializes in that power. This rule leads to more fun and challenging encounters.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How David Mann creates a safe table
We utilize lines and vails, as well as aftercare for particularly intense episodes.
Content warnings
Safety tools used


