Wrapped up our first few issues of Worlds in Peril.

Wrapped up our first few issues of Worlds in Peril.

Wrapped up our first few issues of Worlds in Peril.  

Our group brainstormed the following for play:

City:

Neutroplis, a US city on the Great Lakes that had the world’s only working fission reactor.  Providing near limitless power to the city and the surrounding area. Also, no-one can work out how to turn it off.

The Team:

Affectionately known by locals as The Temps, this motley group of heroes stepped into the gap left when Neutroplis’ resident superteam, the Astounding Seven, mysteriously vanished.  Moving into the Seven’s base inside the Statue of Futurity overlooking Neutropolis, the Temps do what they can to bring justice to the city.

Current Roster:

Graviton – (Origin: The Accident), a gravity manipulator who got his powers when caught in a section of the fission reactor when it came online.  Chip on his shoulder and a bad attitude.

Volt – (Origin: A Death in the Family), an electrokinetic who got her powers thanks to nefarious experimentation carried out on her and her fellow orphans by the sinister Dr. Grey.

Hunter – (Origin: What I Know) Suffering from a rare condition that saw him suffering from permanent synesthesia, Hunter found a cure for his condition far from home in a hidden valley in the Himalayas.  Trained to become the next avenger of the All Seeing Order, he uses his extraordinary senses and martial skills to bring justice.

Flicker (Origin: My Alien Heritage) – Teleporter.  Last surviving lifeform from Reality B, an alternate Earth where the Neutropolis reactor was actually switched off.   She tries to fit into a world, much like her own yet so different and remains vigilant that a similar catastrophe doesn’t destory her new home.

Issue 1:

We opened with a battle in Tomorrow Square, the city’s main shopping district.  A trio of villains, L.A.S.E.R, Psychlone and the Waxwork, who despite their oddly dated attire still whipped up a mean amount of havoc.  

The Temps leapt into action, either getting straight into it or ducking off from prying eyes for a quick costume change.  The battle raged above and below Tomorrow Square, with Volt finally reducing the Waxwork back into its dormant liquid state.  Flicker finally managed to pull the plug on L.A.S.E.R’s powered weapons.  Hunter and Graviton managed to save the civilians in Tomorrow Square from the flaming debris Psychlone threw around but couldn’t prevent him from escaping.

(I rated each of the villains as punching bags, so they had a 4 Condition Threshold each.  In retrospect, I found this a little high for what I wanted as an opening but not too challenging battle.  Going foward, I used the recommended thresholds as a rough guideline but generally reduced them.  For my group, I found this led to some smoother battles that were still fun. YMMV)

What followed was: secret government agencies, kidnapped loved ones,a missing hyperdimensional Cold War superprison, cities held hostage, the terrible, reality-burning genius of Dr. Cassius Bonaparte and a lonely security bot named Fluffy.

Definitely had fun with it, definitely haven’t mastered it to my satisfaction.  Definitely going to be going back to the well for another go in the future.

Hey guys

Hey guys

Hey guys,

We’ve just completed chargen for Worlds in Peril. My players are keen and we’ve brainstormed a pretty cool setting.

However, there’s a few things I didn’t get on my read through that I was hoping someone could clear up for me.

1) Do characters start with a Drive book? Could just be me misreading the text for unlocking future playbooks but I was left unclear about whether a beginning character started with one unlocked.

2) How are limitations during character creation supposed to work? Do the players just choose one of the options provided on the table of Bonds vs extra powers? Thats what the Arrowhead example seems to indcate but then the text talks about getting additional bond points for limitations.

Is the process supposed to be:

-Choose option from table, then get additional bond points (but not threshold?) by applying power limitations

3) How does a power like ‘Take out regular guys with ease’, ‘Take out a well trained opponent’ or ‘Take out a room full of guys’ given in the Arrowhead example actually map to moves and the Take Down move in particular? One of my players created a Daredevil/Batman style super martial artist with some similar powers (Simple: Defeat a trained opponent in single combat, Difficult: Take on three trained opponents at once, Borderline: Take on a whole gang)

I couldnt explain how something like that would really work. School me please, dudes.

Gotta ask, are the playbooks going to have a space for players to draw their character?

Gotta ask, are the playbooks going to have a space for players to draw their character?

Gotta ask, are the playbooks going to have a space for players to draw their character?  Or a silhouette to draw their hero onto?  #costumedesignisawesome