A superhero RPG where your powers have edges

You made the team, which everybody keeps telling you is the best thing that will ever happen to you. Two weeks in, you found the reason they stopped talking about the last recruit.

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No account, no card, nothing to install. The world's lore is already built, so it starts in seconds.

A power with no limit is not a power

What your character can do is written on a sheet with its tier and its limits stated, and an attempt is ruled against that. So there is a difference between a hard thing and an impossible one, which is the whole tension of the genre.

The world

Newly powered and freshly recruited, you join the Paragons—the heroes who saved Halcyon City. Then you find the file that explains where their powers really came from.

Halcyon City is the dawn of the super age: a metropolis of caped saviors, masked villains, and a public that worships the Paragons as gods in spandex. But powers don't come from nowhere, and someone has been manufacturing miracles—and monsters.

Who is in it

The Paragons
the city's celebrated, corporate-backed superteam.
Helix Labs
the biotech firm that quietly engineers the city's powered people.
The Discarded
failed experiments and forgotten heroes living off the grid.

Where you go

Paragon Tower
the gleaming headquarters and public face of the team.
Helix Sublevel 9
the buried lab where powers—and accidents—are made.
The Underline
the abandoned subway network where the Discarded shelter.

What already happened

The Battle of Halcyon Bridge
the disaster the Paragons' debut turned into a triumph.
Subject Zero's Escape
the breakout that Helix erased from every record.

Who you can play

Or write your own character — the setup form takes a name, a background and what you are good at, and the game master works from that instead.

How a turn works

  1. You say what your character does, in your own words.
  2. What you attempted is weighed against your character sheet and the state of the scene — and the outcome is settled before the scene is written, so the part telling the story does not get to decide that you succeeded.
  3. The game master narrates what happened, grounded in the world's own characters, factions and places, and remembers it for the rest of the run.

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Other worlds

All 24 ready-made worlds →