The Lazarus Project / A Dispatch game

The Lazarus Project / A Dispatch game

You used to be the problem. Now you're on payroll.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Beginner

AGE

18+
Request to join
Send a request to join this game. The Game Master will review your application and reach out with follow up questions to see if you are a good fit for the table.
2 SEATS LEFT
$20.00

/ Session

Details

2 players following this game

Weekly / Sunday - 4:00 PM UTC

Oct 25 / Session 10

Session Duration / 3 hours

Campaign Length / 20–40 Sessions

4 / 6 Seats Filled

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Schedule

Sun, Oct 25 | 4:00 PM – Session 10

This game will begin once 6 players have joined

Meet your party members

4/6

About the adventure

Halcyon didn't clean up its underworld — it licensed it. The Council rolled its unlicensed villains and lower-tier talent into one program: the Lazarus Initiative. Officially, rehabilitation. Unofficially, you're cheaper than a hero and easier to disavow. Your handler is Emily — Sentinel Dispatch, best in class, and one of the few people who actually believes this can work. She sends you after the jobs Sentinel best are too busy to take: gang trouble, cult sermons gone violent, whispers that old Tyrant-era networks never really disbanded. Every clean job buys trust. Every mess reminds the city what you used to be. Campaign Premise You play reforming villains, each with a record and a skill set the city would rather use than cage. Emily assigns incidents across Halcyon based on your abilities, your behavior, and how much liability the city can stomach today. Campaign Overview: Rehabilitation Drama | Level 1–10 Politics: 4/5 Roleplaying: 5/5 Seriousness: 4/5 Exploration: 2/5

Game style

Roleplay Heavy

Rule of Cool (RoC)

Meet the Game Master

5.0

(20)

Hispanic/Latinx
Voice Actor
Game Designer
Multi-lingual

3 years on StartPlaying

8 games hosted

Highly rated for: Storytelling, Inclusive, Creativity

Average response time: 15 hours

Response rate: 100%

About me

Hail brave adventurers! My name is Manuel, and I want to be your Dungeon Master. For almost 9 years, I've been helping friends and strangers alike weave magical tales across strange worlds as they encounter horrifying creatures and recover ancient treasures. I especially enjoy DMing new players, and helping introduce them to the hobby that has been so important to me. I pride myself on patient explanation of the rules, and there are no questions too mundane or too silly. I welcome all players, and strive to provide a fun, respectful, and safe environment where we can all create exciting tales of heroism and explore fantastical worlds. I'd love the opportunity to play with you, too. Jump in a game today, and let's tell some amazing stories together!

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Character creation

Creating your character

Char creation — session zero, not session one. This game leans on backstory a lot, so it gets its own hangout before we actually start playing. Bring a rough concept, we'll iron out sheets together so nobody's wildly overtuned compared to everyone else. Starting Rank: Novice. Stats: Standard SWADE point buy, nothing fancy — 5 Attribute points, 12 Skill points, normal Hindrance limits. No homebrew math, the flavor's gonna come from your powers and your past. Powers: We're using Super Powers Companion for your Marrow abilities. Go nuts on concept, just keep it feeling like a villain trying to reform, not a hero who showed up day one clean. Books: SWADE core + Super Powers Companion, that's it really. Where: We'll do it together on a discord call

What to expect

Preparing for the session

Session Zero is Free!!! Before session zero: Join the Discord server (I'll send the invite) Make a Roll20 account if you don't have one, and I'll add you to the campaign Have your rough character concept in mind — doesn't need to be finished, just a vibe and a power idea

What Atlas brings to the table

What I'll provide: Character voices for NPCs Ambient music/soundscape running during sessions, fights get their own tracks Maps and tokens on Roll20 for anything combat-relevant My GM style, straight up: Combat's meant to feel tactical and a little dangerous — bosses get real phases and mechanics, not just a stat block with more HP. Expect positioning and choices to matter. Rule of Cool wins over RAW most of the time. If your plan is awesome and mostly makes sense, I'll bend a roll or a rule to let it happen rather than shut it down on a technicality. Consequences are real but not brutal — messing up a job matters to the story and to Emily's trust in you, it's not going to be a random TPK because of one bad roll I lean into the redemption/reputation angle hard — expect NPCs to remember what you did last time, good or bad Sessions are collaborative, not me reading a script — if you want to push the story somewhere, tell me, I'll build around it

Homebrew rules

No homebrew really

Equipment needed to play

Internet

Computer

Microphone

Safety

How Atlas creates a safe table

We use lines and veils for our group, which we go over in session 0 or whenever someone new joins. However, my dms are always open for you to come talk to me about something that made you uncomfy- even if it takes you two weeks to put into words why it bothered you. There's no expiration date, and I always wanna make sure people are comfortable at my tables.

Content warnings

Drugs (addiction, use, withdrawal)
Guns
Hostages
Language/Cursing
Murder

Safety tools used

Frequently asked questions