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Now Hiring: Heroes! | An Adventure in the Parahumans Universe
When lies are exposed and no one trusts the typical super hero teams the private sector makes it's move. Heroism for profit, what could go wrong?
TYPE
SYSTEM
LANGUAGE
EXPERIENCE
AGE
$20.00
/ Session
Details
Weekly / Sunday - 11:00 PM UTC
Session Duration / 3–4 hours
Campaign Length / 12–14 Sessions
1 / 5 Seats Filled
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About the adventure
In this campaign you'll play a newly formed corporate hero team. Are you joining to fulfill a genuine desire to help people or just to get famous and earn the adulation of the public? Hero Corp is there to support you whichever path you choose, just make sure you read the fine print... This is a game about finding heroism in a flawed world, or at least making the best of the cards you're dealt. The world of parahumans is one where normal people get powers on the worst days of their lives and are suddenly expected to live up to larger than life expectations. Unfortunately it's only natural for a normal person given random super powers and dressed up in a costume to stumble sometimes. It's July 2011, and the North American hero community is in turmoil. Clones of the strongest heroes in the world exposed the originals darkest secrets. Despite mostly successful efforts to keep the truth hidden rumors are still running amok. Now the Protectorate, the governments team of superheroes and the bedrock of cape society in the USA, is lurching towards collapse as important members quit in droves. After a shocking controversy The Protectorate, the biggest team of super heroes in North America, has been disgraced. Though the details have been kept quiet their leader has stepped down and the founding members have retreated from public view after a city on the East Coast was attacked. Many capes died and survivors of the event, their close friends, and allies are leaving the Protectorate in droves. With the Protectorate spread thinner than ever before heroes and villains alike have found fertile ground. Corporate-sponsored super teams are a relatively new take on the game of cops and robbers, and where many see chaos some enterprising individuals see a chance to make their name, save the day, and get paid doing it. Enter Hero Corp. The new company putting a fresh face on heroism! Join the ranks of this fledgling company to protect the people, investigate crimes, stop super villains, get famous, and maybe investigate a conspiracy of your own! -Beginners Welcome -Free Session 0 -Design any hero you want. -This campaign takes place in the world of Worm by Wildbow. The Echidna Arc serves as the inciting incident, but otherwise the campaign is it's own separate story.
Game style
Roleplay Heavy
Combat Heavy
Meet the Game Master
About me
Hey, my name is Richard! My two big passions are videogames and tabletop rpg's. I've been playing TTRPG's for about 10 years now and GM'ing some for about 5 now. I've played most systems set in front of me. I've played Delta Green, Dungeons and Dragons 3.5, a D&D first edition homebrew, and FATE just to list a few. The games I've run have mostly been in Hero System 6th Edition and 5e Dungeons and Dragons. My longest running game was a player driven sandbox game. They were super villains running a gang and taking territories from other gangs, scoping out jewelery stores and banks to heist in between fighting super cops and rival gangs of super villains while I desperately built the world in front of them, sort of like that one scene from Wallace and Gromit. My crowning achievement as a GM was a 3 foot tall play space made of cardboard made to be a building in game that the players destroyed over the course of the event.
View Profile →Character creation
Creating your character
We will make characters one on one between Session 0 and Session 1. If you happen to have Hero Designer you can make them on your own, just ask me for the campaign rules and template. Come to Session 0 with an idea of a character in mind. People in Worm "trigger" with their powers when pushed to the brink by stress or traumatic events, and then pushed again. The resulting powers are often metaphors for the trauma they endured or ironic twists on the actions that got them in the bad situation in the first place. TL:DR, giving burn victims flame throwers. For instance a relentlessly bullied high schooler realizes no on is coming to help her even though everyone knows she's trapped in a locker. She gains the ability to control bugs, millions of tiny 'friends' who are little more than an extension of her own will and can never betray her. A little girl who's parents are going through a tumultuous divorce and using her as a bargaining chip gets the ability to warp space, reshaping walls and changing distances to suit her needs. She still can't get her parents to stop fighting. A young man who's father is dying of cancer doesn't know how long they have left together. He gets the power to freeze things in time for anywhere from 30 seconds to 10 minutes with no control over how long they stay frozen.
What to expect
Preparing for the session
I have a Discord server for our voice chat, the game itself will be played through Foundry which just needs you to have a web browser that isn't Opera GX.
What Richard Gregg brings to the table
-Fully built battle maps and environments -All necessary books and one on one time for character building. -Tactical combat -80% rules as written. Exceptions to better match the tone of Worm.
Homebrew rules
I use Complications as bonus points on top of the 250 character points you will get for this campaign.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Richard Gregg creates a safe table
I have a Veils and Lines sheet that must be filled out before we begin Session 0. I also have an anonymous X Card module for Foundry VTT if something unexpected pops up.
Content warnings
Safety tools used