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
-
Nova Reyes Rookie hero
An idealistic newcomer whose faith in her heroes is about to be tested to ruin.
At the start: the Paragons' newest, most naive recruit.
-
Atlas Veteran leader
A flawless hero in the public eye, hollowed out by the cost of his legend.
At the start: a public idol carrying a private, crushing guilt.
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
- You say what your character does, in your own words.
- 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.
- 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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