Superheroes Vs. Villains
Welcome to the world of Superheroes vs. Villains, a game and universe of metahumans and mayhem. It's a world much like our own, but with the (obvious) addition of certain individuals sporting metahuman or outright paranormal powers. They started appearing around the beginning of the 20th century, and have since become more-or-less integrated as another minority in human society, if one who might be capable of shooting eye lasers or transforming into a wombat. World governments have adapted, co-opting powerful metahumans into their service and developing secretive weapons and techniques for defeating the champions of their enemies.
Vigilantism is illegal, but any would-be do-gooder can obtain a hero license fairly easily, depending on the local laws, and aspiring heroes often form official teams to protect their town, city, or state. On the other side of the coin, there are plenty of those who would see their unusual powers turned to benefit themselves instead, whether to crush a world of impudent mundanes beneath their booted feet or simply to get really, really rich.
The primary setting of our story, Bay City is San Francisco, San Diego, and Miami in the way that Metropolis and Gotham are New York, Boston, and Chicago - a great metropolitan city that could be any or all of them, but isn't, and at the same time is all of them combined. Since the end of World War II, Bay City was guarded by the superhero team known as the Justicars
and their leader, the mighty Paragon
. The super-strong, invulnerable, flying champion of justice and his associates guarded the city from all that would do it harm, including the agents of the twin nefarious criminal syndicates known as the House of Cards
headed by the malevolent super-genius Calculus
, and the Shadow Guild
with its conniving leader Hellion
All of that changed, though, on the morning of what soon became known as One Bad Day. From nowhere, Bay City was driven to its knees by a massive crime wave, with shootings and robberies and random explosions pushing both the city's mundane police force and metahumans to their limits and beyond. As always, Paragon was at the forefront of the situation, hurtling from one crisis point to another without any rest or pause - until finally, he snapped. The great champion of Bay City's mind shattered, and in his madness, he became the city's worst nightmare. Hospitals demolished, prisons broken open, police and fire stations wrecked, doing damage in hours that would take years to recover from. The horror reached its peak when Paragon kidnapped a news reporter giving live coverage of the disasters, carried her to the top of the city's tallest building, and proceeded to rape her in full view of her own live feed before flying from the city and not being heard from since.
The resultant power vacuum was almost as devastating to Bay City as One Bad Day itself. A task force from the Department of Metahuman Affairs swooped in on the shattered city, occupying the Justicar Headquarter as its base of operations to hunt for the dangerous rogue Paragon. Many lesser-known champions of good traveled to Bay City or stepped up from local obscurity to fill the gap, but at the same time, a great many villains and villainesses saw an opportunity they could capitalize on, whether members of the House of Cards, the Shadow Guild, or independent operatives from parts unknown. Matters failed to improve when the international villainess and war criminal Peacemaker
arrived on the scene, intent on purging Bay City of its associations with criminals and slavers one murdered corrupt official and toppled skyscraper at a time, aided by a deluded metahuman claiming to be the ancient Norse god Tyr - the two of them were defeated, but at great cost, another knife in Bay City's back.
Now we call upon you, hero, heroine, villain, or villainess. The time is now, to put on your spandex or charge up your armored suit, to rise up in Bay City's defense or plot its eventual downfall.Q&A:
Q:What system are you using?
A: SvV is entirely freeform. We have a standardized character sheet, and certain guidelines for creating characters, but there are no system mechanics or dice-rolling needed to join in.
Q: Can I play Batman/Kitty Pryde/Incredible Hulk/Blue Beetle/Deadpool?
A: No. This is an original universe, with original characters - expies or homages are fine, but not outright ports or ripoffs...if you hadn't noticed, the NPC Paragon is a thinly veiled homage to Golden Age Superman. You could, say, have a ill-tempered metahuman hero with regenerative powers who fights with metal claw-gloves, but once you give him adamantium-covered bones and call everyone 'Bub', there's a problem.
Q: What sort of power gets thrown around in SvV?
A: The intended scope of the setting's power is something above Watchmen (minus Dr. M) and closer to the early X-men comics. We have a simple, loose grading system for estimating power, which can be found in the main game forum here
Q: Is there a plot, or is it entirely sandbox (player-driven)?
A: The game is about 2/3 sandbox, built around a GM-controlled metaplot. Players can choose to pursue metaplot events or arrange scenes between each other towards one end or another. The in-game timescale corresponds to 1 day=2 RL weeks during Structured Time, with the occasional switch to a more nebulous Comic Book Time for important plot events.
Q: So how do I join?
A: My Paypal details are...j/k.
Introduce yourself Here
in the OOC thread, and/or post a comment Here
. Take a look around, meet the existing players, decide what sort of character you want to create. From there, it'll be fairly simple.