The Powers That Be (
powersthatbe) wrote in
synodiporia_ooc2018-03-05 04:02 pm
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HEROES OVER HAMBURG - walkabout info
(A Newport Prequel Walkabout)
March 12-April 21
During World War Two, when a bomber full of war heroes carrying state secrets is shot down behind enemy lines, the Manticore sends a squad of paras to the rescue: the worst superpowered criminal refuse the White Company has ever locked away, ‘volunteering’ for a suicide mission in the hopes of earning a pardon. But as the heroes & villains team up to sneak through the countryside to their pick-up at Calais, it becomes clear that at least one of them is leaking secrets to the enemy…
POWERS/SKILLS
Vigilante/Guerilla/Terrorist/Secret Police/Mercenary Training
The skills for a superhero plot are very broad. We cannot easily define limits on them. During the duration of the Walkabout, we will not be placing hard limits on any skillset imaginable for heroes, except that mod permission will be required to play Superman/Phoenix/Magneto level powers, or for any powers which replicate Liminal or Telepathic skills. At the end of the Walkabout, outrageous power levels will be capped in collaboration with the player on a case-by-case basis, and psychics, teleporters, or reality manipulators will receive Psychic or Liminal equivalents rather than their original powerset.
In general, powers come in two sorts.
First, an Empowered Ability or Item, which leaked through from the Spirit World, and can have come upon a character by accident, destiny, prophecy, genetics, government experimentation, as the result of a quest or a strange encounter with the paranormal - hey man, your origin story can be as wild as you want it to be, with the full range of options open. Investigators may acquire Empowered Abilities, as the incidents and leaks which cause them are rare, but ongoing, and cluster at places and times of great importance (like New York City in the 1960s).
Second, superhuman discipline and world-class achievement, such as Batman, Black Widow, Hawkeye, or others might possess, and which is listed as “(type) Training.” Through smarts, professionalism, rigorous learning, and skills, some few people possess aptitude to make Navy SEALS shake their heads and whistle. Depending on the type of training, this may include military, investigative, acrobatic, or other skills, and knowledge of how to outmaneuver law enforcement, evade detection, crack safes, build bombs, brew chemicals, or perform other complex scientific feats granting a tactical or technological advantage no matter who the enemy is. While ‘Training’ skills are teachable, for Investigators during this Jaunt they may ONLY be acquired as Second/Taught Skills.
Many possess both Training and Empowered Abilities, of course, especially those with long experience on a team - Manticore Knights, for example, are Empowered with a gift from the Manticore, but also have Secret Police Training.
Training may be taught outside of the bounds of the walkabout setting; Empowered abilities or items may not.