Quest Idea Thread

Has anyone done or considered doing a tyranid quest of some kind? I think playing tyranids in some form of quest format would be cool.
While I was planning my 40K cult quest I planned for a genestealer cult option, that would've been intresting.

Alternatively, Riot quest where you play as a single Tyranid organism and can upgrade based on your actions in a life (e.g. killing things and consuming biomass)
 
Tyranids and Zerg have such potential. Though at least Zerg can have an "I" person, be it Cerebrates or other. Tyranids do have Synapse Creatures but they aren't usully characters in the same sense.

But yeah it sounds like it could be quite fun.
 
While I was planning my 40K cult quest I planned for a genestealer cult option, that would've been intresting.

Alternatively, Riot quest where you play as a single Tyranid organism and can upgrade based on your actions in a life (e.g. killing things and consuming biomass)
Either would be cool, just more tyranids stuff would be nice to see on general.

Tyranids and Zerg have such potential. Though at least Zerg can have an "I" person, be it Cerebrates or other. Tyranids do have Synapse Creatures but they aren't usully characters in the same sense.
Eh hive tyrants at least have some level of unique personalities. If it proves effective then I see no reason why lower synapse creatures couldn't get them as well.
 
So, still working on it, but I decided you know what, let me use the initial background element as a sort of test bed for the idea of write-in options. So I removed some choices, established a background directly, and moved things around. I developed this, and I wanted to see what you all thought about it as a sort of test thing.

Background

You are Alexander Valerian and while you always knew you were meant for great things the sudden opportunity to take charge of a colony mission to an asteroid in the Second Belt was not what you figured you would be doing. As you sit in your chair on the transport heading to the colony you can't help but contemplate what brought you to this moment.

You were born on Helios Station in the Earth-Moon L5 to parents of different careers. That is your father Sebastian is a senior technician in the main engineering sector of the station while your mother Elizabeth nee Sutton is a senior administrative manager of the station over the call of her family.

Due to the connections of your parents you were able to have the finest in educations. Being able to attend the University of Einstein Station, at its ...
Technical School (Infrastructure)
Trade School (Industry)
Business School (Services)
Liberal Arts School (Diplomacy)
Military Academy (Military)
Police Academy (Security)
Science School (Science)
(VOTE for one, with the option having the highest granting +2D and the second highest granting +1D)

After graduation you did the accepted thing and signed up for a stint in the UN Armed Forces, serving out the required ten year term. After that you moved through a number of both private sector and government jobs. Of which the last one ended a month before you got the great idea to develop your own colony site on the asteroid you found.

When you think back at your jobs the ones that you most keep in mind are ...
(VOTE with a write-in for a specialization. This has to be narrower then one of the eight categories but also broad enough to contain actions that could fall in multiple ones. The most voted action will grant a +10, a second popular one will be +5 bonus on applicable actions.

Right before the ship launches into the void you think back on how you got the money for your colony. How you ...

You got money for your colony by ...
Got a government grant (Government Tie, Equipment Access, Wealth +++)
Got a private sector loan (Bank Tie, Business Access, Wealth +++)
Got gifted money from your family (Family Tie, Information Access, Wealth +++)
Invented something (Income Source, Wealth ++)
Won the lottery (Fame, Wealth ++)
Sold stocks (Freedom, Wealth ++)

And now its up to you to create a Plan and chart the path for your asteroid colony as it heads towards greatness.

I have to admit while I chose the spoiler option the accordion option looks raelly cool.

Oh. While I am trying not to do bloat I do find myself having some bloat thanks to the presence of these starter Traits:

Population - Actual colony population numbers.

Public Support - A rating of 1 to 100, lower means strife, higher means positive morale and trust in leader. Starts at 50.

Status - This is a rating of -5 to +10 and is different for each associated major corporation, government, and other such body. This applies a bonus or complication to actions around said group.

Wealth - The money and investments of the colony, in internationally accepted Credits.

Resources - The material supplies of the colony. At the start is divided into Raw Materials, Refined Materials, and Goods. Raw Materials are gotten from Mines and processed by Refineries into Refined Materials, which are used in Constructions and the manufacture of Goods.

Energy - Each module or structure uses Energy. Generators produce energy, Modular Generators produce 20. Most structures take 1, some take 10, a few take 20. You cannot build more structures then available Energy.

Labor - Available workforce, assigned to research and production facilities. Labor is not Population, its currently 1/10th. (200 population is 20 labor)

Housing - Residence space for Population.

Food - Life support capacity for Population. Based on agricultural output (Hydroponic Modules at the start).

Plus the Action Categories of :
Infrastructure
Industry (Chemical, Agriculture, Light, Heavy)
Services
Military
Diplomacy
Security
Science
Personal

But yeah, I just wanted to see what people think on this sort of initial set up. Much still needs to be decided and stuff.
 
Last edited:
here's my Intro for a SRW quest. If enough people are interested I'll start it up.

SRW Sigma

It is the Universal Century and the planet is at war. In the ashes of Gryps where brave hero's like Kamille Bidan died to stop the Titans the war has not stopped, in fact it could be argued it has become so much worse while hope seems to be springing up left and right.

In the Sides Neo Zeon has reneged on it's alliance with AEUG and has begun attacking from all sides as the BLue Cosmos bides it's times in the shadows. They whisper that with the spacenoids at the gates and all the old guard dead they will be allowed to purge the earth sphere of it's weakness. Meanwhile ZAFT begins to mobilize as new evidence on who really caused Junius 7 to drop in UC 83 come to light...

On Earth the Holy Brittanian Empire restarts it's wars of conquest against the AEU as it stamps out the last embers of the Black Rebellion and the Knights of Saint Micheal start Euro Brittania's reconquest of the continent. All while Amalgam and Dr.Hell plot in the shadows...

But right now this is at the back of your mind as you are simply a student of Aeolia Schoenberg Academy for gifted students.

And right now someone is attacking the Campus! Quickly you hear one of you classmates yell out your name-

(Character creation begins. Instead of choosing a male or female protaginist you are instead going to have both both! Currently you are starting with the male protaginist and the next update will involve making your female protaginist)

[] Write in name, you can add a appearance too

Which was because you were accepted into the academy for your leadership skills, Though to be blunt it was you were-
(Choose initial leadership skill!)

[] A expert cat herder
Most people have issues commanding large groups of nominally sane maniacs. You knew how to make Heero, Setsuna and even friggin Dorothy play nice. You current record is 45 minutes without a single explosion,assassination attempt or weird rant on the ideals of the Academy's founder Aeolia Schoenberg.

[] Sane
Okay everyone at the Academy had a screw loose in some way. But you were special in the sense you could comprehend the madness while to most people looking like a perfectly normal and well adjusted person. Just don't ask why it's a major sign of progress that Sosuke puts up warnings for areas he add minefields too.

[] A Ray of Sunshine
You had the ability to make even the most antisocial or shut in person become a valuable group player. Like a ray of sunlight you can be as positive and uplifting as necessary to get them to be their best self. Also like the sun you are a merciless taskmaster who will break down whatever resistance they have in a contest of wills!

However you had your virtues-
(Choose positive personality trait)
[] Humility
You know when to shut your mouth,when it's good to let others have a bit of the spotlight and most importantly you aren't going to let your ego rule your actions anytime soon.

[] Generosity
You are a very generous person. If someone's in help or needs something you will help them. Though you draw the lien at enabling Sosuke's explosives habit.


[] Restraint
You know when to push yourself and when to stop. When to make sure Dorothy doesn't cause a coup and when to let Ryusei go on about Gekiganger.

[] Temperance
You are not a very manipulable person. If the forbidden fruit is in front of you, you will just throw it aside. You know better than to take advantage of people or things that will have lasting consequences.

And your vices-
(Choose a negative personality trait)

[]Pride
You are just a bit full of yourself, after all you survived the 'Biology with Invaders!' class. You can take anything.

[] Greed
Okay you like money, just who wouldn't?! Besides it always is useful like taking part in the various mad science schemes the teachers aides get up to or being Dorothy's attack dog for 500$ a month.

[] Sloth
Sometimes you just want to slack off and you have the habit of slacking off at the absolute worst time.

[] Lust
Get your head out of the gutter that's only 20% of your problems. The main problem is that every month WangLiu Mei makes you a devils bargain...That you always agree to because you have no self restraint.

(Note: You can have 2 traits that normally cancel each other out if you explain your reasoning or I'll write them as applying to different parts of the character's personality.)

But there was one thing you could never put your finger on, one thing that always made you get up during the night-

[} You always felt like someone was watching and you wanted it to stop
Gain Spirit Command:RED HAZE
[] Sometimes it felt like you couldn't tell when you were fine and when you were a few steps away from death,but how would that stop you?
Gain Pilot ability: The Corpse that cannot stop
 
A Shining Beacon in a World of Shade (A Super Hero Riot Quest)

Heroism. What truly defines a hero—or a villain for that matter? Is it the bright capes, the larger-than-life costumes, or the inflexible moral codes that guide their every move? Perhaps it's the over-the-top villains with elaborate schemes who never seem to learn from their mistakes?

No, none of that truly captures it. At the heart of it, many so-called "heroes" are unpaid, unofficially deputized civil servants. They're the ones stuck dealing with the never-ending insanity of modern life while trying to harness powers that are, quite frankly, far beyond any human's pay grade. And on top of all that? They have to navigate the ever-watchful eye of the media.

It's nothing new either. Look back to the first great era of superheroes in the 1880s—those pioneers had it rough. They weren't just fighting crime; they were fighting a war on another front: public perception. They had to contend with the relentless yellow journalism of Hearst's newspapers. Every flaw, every slip-up was magnified and exploited. Heroes were made to look like bumbling fools or, worse, reckless dangers to society. At least two of those early legends ended up in asylums, driven mad by the pressure.

So you want to be a superhero, a villain, or something in between?

Good luck, kid. Because if your enemies don't get you, if the cops don't put you in cuffs, there's one thing that will— the media. It can make you or break you, and once it gets its claws in, it won't let go.

But thats part of being a Hero…getting up and doing it anyway because its the right thing to do.

Even if the world treats you like garbage.


But of course Sunny even you have to admit, its a brave new world out there.

[]The Golden Age of Superheroes (1930-1950): It is the Dawn of what is to be known as a golden age, as common people, heroics and masked vigilantes prowl the cities and states as the birth cries of the Ideal was born in this trying time.

If you choose the Golden Age: What Year do you choose?

[]The Brand New Day (1930)

The Wall Street Crash of 1929 hit like a hammer, leaving the world reeling in its wake. Half the globe went bust overnight, fortunes were lost, and the streets filled with desperate souls fighting to survive in the dark, unforgiving alleys of the cities.

Mobs of prowlers—dispossessed workers, criminals, and vigilantes—roam the streets, clashing with law enforcement and each other, while two-fisted bruisers, those tough-as-nails types, try to restore order by any means necessary. These meatheads, driven by a sense of justice or sheer survival, are out there busting skulls, hoping to slow the fall of society. But no matter how hard they fight, the tides of change are relentless.

Yet, despite the doom and gloom, there's an undeniable sense that the world is standing on the precipice of something bigger. The old order is crumbling, but in its place, something new and strange is beginning to stir. The winds of revolution, innovation, and untamed potential are sweeping across the world. Things are about to change forever.

And no one—neither the thugs prowling the streets nor the idealistic crusaders—is ready for what's coming next.

[]One Golden Morning (1938): Can you believe it? A guy in Minnesota—of all places—can fly! And no, it's not magic or some high-flying contraption strapped to his back (at least, that's what people are saying). He's a genuine man soaring through the skies under his own power, defying the laws of nature. Word is spreading like wildfire, and now the whole world is losing its collective mind.

Suddenly, it's not just this one guy. Capes—people with strange powers, abilities beyond the ordinary—are emerging from every corner of the globe. Men and women with abilities no one ever dreamed were possible. Some can lift cars like they're made of paper, others can vanish into thin air or shoot fire from their fingertips. It's like the world has flipped upside down overnight.

Now, every major city has its own "local hero" or "mysterious vigilante." The press is eating it up, and the public can't get enough. Politicians are scrambling to understand what this means, scientists are baffled, and the military...well, they're paying close attention. Everyone—governments, corporations, everyday folks—wants a piece of the action. It feels like humanity has crossed a threshold into something new and unbelievable.

And with this new dawn, it seems the golden age of heroes has begun. What will this mean for the world? No one knows yet, but one thing's for sure—nothing will ever be the same again.

[]A War to End It All (1939-1945): The lamps are going out all over Europe, we shall not see them lit again in our life-time", War has returned to the world after 20 years of an unstable peace. It is time to bring back light to a world shrouded in Darkness.
-[]Write in What Year you start in.

[]The Silver Age (1960-1975): The Childhood of Superheroes, where people start to show strange superpowers, silly gimmicks and...The Cold War, with the threat of Nuclear War and other situations even the elders could not predict.

[]Camelot (1960)

After the paranoia and fear of the McCarthy era in the 1950s, America was ready for a change—a breath of fresh air. That came in the form of John F. Kennedy stepping into the White House, a young, charismatic leader bringing a new wave of optimism. For the first time in years, there was a sense that maybe the chaotic tides of the Cold War could be calmed. Kennedy's "Camelot" promised a bright future, one full of hope, progress, and peace.

But beneath that hopeful veneer, a storm was brewing. The American Friends of Justice Society, a group of heroes that had stood the test of time since before the end of the World Wars, was now entering its twilight years. Many of its founding members were aging, some retiring, while others had already hung up their capes. Yet, despite their longevity, they could sense that the world was changing—and not for the better.

As the Justice Society struggled to stay relevant, a new and far more sinister threat emerged: a unified and organized supervillain response. For years, individual villains had caused havoc, each with their own personal agendas. But now, in a world becoming ever more complex and intertwined, they too had adapted. A League of Villains had formed, pooling their resources, skills, and malevolent desires to disrupt the fragile peace of this so-called new era.

This shadowy cabal, emboldened by the cracks in the global order, had plans that extended far beyond mere bank heists or personal revenge. Their machinations stretched into politics, corporate sabotage, and even the Cold War's simmering tensions. The world was no longer just a battleground for heroes and villains—it had become a chessboard, and the stakes had never been higher.

Camelot, this era of newfound hope and potential, now stood at the precipice of a dangerous new conflict. Could JFK's optimism and the fading power of the Justice Society hold back the rising tide of villainy, or would the League of Villains usher in a new age of chaos? As the heroes of old faced their greatest challenge yet, the world waited, breathless, to see if Camelot's bright flame could withstand the encroaching darkness.

[]Good Morning Vietnam (1965)

When the United States plunged into the quagmire of Southeast Asia, it did so with the resolve to stop the spread of communism, sending its best and brightest sons to fight in the jungles of Vietnam. But as the war dragged on, what was once seen as a noble cause became a divisive, deeply unpopular conflict back home. America was splintering, and while its heroes fought abroad, its shadows grew darker at home.

With many of the nation's top heroes deployed overseas, a dangerous power vacuum formed on American soil. The streets that had once been protected by the vigilant watch of super-powered guardians were now open to chaos. Into that void stepped those who had been waiting for their moment—the supervillains, the rogues, and the malcontents of society. With fewer heroes to stand in their way, they saw an opportunity to reshape the status quo and push their own dark agendas.

As war raged in Vietnam, a different kind of battle ignited in the United States. The cities became battlegrounds where crime flourished and corruption seeped into the highest ranks of power. Supervillains, emboldened by the absence of their heroic counterparts, began to organize. Unlike the small-time crooks of the past, these new villains were strategic, motivated by more than greed—they wanted control, influence, and domination over a world weakened by war.

From the shadows, they rose to prominence. Some controlled entire cities, while others infiltrated government agencies, manipulating the public and swaying the tides of political power. Their methods ranged from overt terror to subtle manipulation, all aimed at reshaping the fractured nation to their own desires. The social unrest of the era—the civil rights movement, anti-war protests, and generational divide—only served to fuel their rise. They thrived in the chaos, using fear, misinformation, and their powers to further divide an already fractured country.

In Vietnam, the soldiers faced an invisible enemy in the thick jungles, but back home, the remaining heroes were outnumbered and overwhelmed. The few who stayed behind fought tirelessly to hold the line, but the villains had grown bold, forming alliances and building empires in the absence of strong opposition.

As the war dragged on and the nation's morale plummeted, a question loomed over America: Could the few remaining heroes rise to the occasion and stop the tide of villainy threatening to engulf the homeland, or would the country's internal enemies succeed in changing the status quo forever?

The battle for Vietnam was brutal, but the battle for America's soul was just beginning.

[]Feet of Bronze (1975):

Ten long years. The Vietnam War may have ended, but the scars it left upon the world festered, deepening into open sores that refused to heal. As fires of unrest and conflict spread across the globe, the Cold War entered a new phase of unpredictable madness. From the bloodied streets of Saigon to the colonial wars igniting across Africa, a new generation was swept up into the ever-growing fires of war and conquest, fighting battles they scarcely understood but could not escape.

In Africa, the collapse of colonial empires fueled intense regional conflicts. Independence movements collided with the interests of powerful global players, including new super-powered factions rising amidst the chaos. Old powers desperately clung to their fading influence while local warlords, sometimes backed by villains, gained control.

Meanwhile, Europe found itself in the midst of its own battle. The rising supervillain cartel, known as the Krauserman Circle, launched a covert war against the European Economic Community's heroic Europa League, a collection of European heroes determined to hold the line against villainous ambitions. This underground conflict blurred the lines between espionage and open warfare, as supervillains used their vast resources and powerful connections to destabilize the continent. The Europa League struggled not only against villains but also against their own governments, who were torn between public safety and Cold War politics.

In America, the post-Vietnam era was marked by disillusionment and cynicism. The once-proud Friends of Justice Society, the nation's largest superhero group, found itself crumbling under the weight of scandals and black ops secrets from the war years coming to light. Once hailed as protectors of the American Dream, their covert involvement in morally dubious operations had shattered public trust. Accusations of corruption and cover-ups sent shockwaves through the media, leading to an unprecedented decline in their prestige. One by one, the members left or vanished, leaving cities vulnerable to the swelling ranks of supervillains who saw the chaos as an opportunity to seize power.

Major cities like New York, Chicago, and Los Angeles turned into battlegrounds, with the remaining heroes spread thin. Crime syndicates, supervillain coalitions, and street gangs, empowered by newfound freedom, fought for control. At the same time, a new wave of South and Central American heroes emerged, fueled by the rise of drug cartels and political instability. In cities like Mexico City, Bogotá, and Buenos Aires, these new champions fought a different kind of war—one against the cartels that now wielded super-powered enforcers as their muscle. While these heroes were younger and less experienced, they carried the hope of their nations on their shoulders, determined to protect their people from both local and foreign powers.

Across the Atlantic, the USSR's Soviet of Superhuman Affairs observed the turmoil with cold, calculating precision. In the chessboard of global power, they had their own pawns to move. As the West struggled with its internal divisions and rising villainy, the Soviets plotted their next moves, manipulating conflicts and pulling strings to expand their influence in the shadows. They funded supervillains in Africa and Latin America while working on their own power plays behind the Iron Curtain, keeping their true intentions hidden from the world.

For the first time in history, the world seemed to teeter on the brink of chaos—caught between the ambitions of supervillains, the moral failings of its heroes, and the deadly games of global politics. Schemes and plots that had been quietly simmering for decades were finally coming to fruition, as the world's super-powered elite prepared for the ultimate clash of ideologies. But with heroes faltering and villains rising, the world's future hung in the balance.

1975 marked the dawn of a new age of uncertainty—an era where even the strongest were tarnished, their once-bronze feet showing cracks, threatening to shatter under the weight of their responsibilities. The question was no longer how to win, but whether anything could still be saved.

[]The Crisis of Terra SOL (1979-1986): Arthur C. Clarke said that we were either alone in the Universe, or we were not...it seems we were not alone, and it was terrifying to witness the might Mankind battled to maintain its existence as a species.

**First Contact (1979)**

It came on a cold spring morning, without warning, as a massive, shimmering alien craft appeared over the city of Los Angeles. The ship, a towering monolith of unknown origin, loomed in the sky like a silent judgment. It was here for a purpose: to find a lost probe that had gone missing decades ago. That probe, as human history recorded, had been destroyed during the "Battle of Los Angeles" in 1942. But the truth was more damning—the probe hadn't simply been lost or malfunctioned. It had been destroyed by humans.

The aliens took exception to that.

Their response was swift, their judgment harsher than any punishment humanity could have imagined. As their demands for reparations went unanswered, the skies darkened, and the first wave of retribution descended upon the Earth. What began in Los Angeles quickly spread, as other cities across the globe reported sightings of strange, menacing creatures from beyond the stars. These beings were not just extraterrestrials; they were soldiers, invaders, bringing with them war machines far beyond human comprehension.

And then the cities burned.

From the East to the West, the first attacks came like a scythe, cutting through Earth's defenses with terrifying precision. Los Angeles was the first to fall, but soon Tokyo, Moscow, London, and New York were under siege. The invaders didn't stop at simple destruction. They targeted Earth's greatest champions—its heroes, the protectors who had long stood against threats both mundane and supernatural. Superhumans, mutants, technological savants, and magical defenders alike rose to meet the challenge, but they were outmatched. One by one, Earth's greatest fell. Some were vaporized in the streets, others were cut down in fierce aerial dogfights, and still more were overwhelmed by the alien foot soldiers.

The once-proud cities of Earth became battlefields. Skyscrapers crumbled into dust, landmarks that had stood for centuries were erased in seconds, and millions of people were forced to flee or fight for survival. The initial onslaught was so devastating, so thorough, that it left the world reeling. Governments struggled to communicate, to mobilize, but the aliens had crippled global infrastructure, and panic set in like wildfire.

But that was just the first wave.

As humanity gathered what was left of its strength, trying desperately to understand their enemy, a sobering truth settled in: this was only the beginning. The aliens weren't simply here for vengeance. This was an invasion, a calculated attack that would pave the way for a much larger, more devastating force. Their technology, their strategies, their sheer power—it all suggested that Earth was just one small part of a much larger galactic conflict.

The surviving heroes and world leaders knew the worst was yet to come. The invaders would return, in even greater numbers, and this time, humanity might not survive. The world teetered on the edge of extinction.

Yet, amidst the destruction and death, a flicker of hope remained. Small pockets of resistance began to form. Survivors, both civilian and superhuman, banded together, determined to fight back against the overwhelming threat. Scientists and engineers worked around the clock to reverse-engineer alien technology. Military forces from every nation scrambled to rebuild their defenses. And the few remaining heroes—those who had survived the first onslaught—gathered in secret, plotting their counterattack.

They knew the invaders would return. The only question was whether humanity would be ready. As the world watched the skies, waiting for the inevitable, one thing was certain: the second wave was coming, and with it, the fate of the Earth would be decided.

[]The Broken Ones (1983)

It has been almost five years of near-constant fighting against the alien menace. In the early days of the war, humanity clung to the hope that they could somehow repel the invaders. Defectors from the alien ranks, offering critical intelligence and advanced technology, had given the defenders a glimmer of optimism. Heroes and soldiers alike banded together in unprecedented alliances, and for a brief moment, it seemed as though the tide of war was turning in humanity's favor. A few key victories bolstered morale, and the defiant roar of Earth's resistance echoed across continents.

But then came the Dakota Incident.

In the heart of the American Midwest, a battalion of Earth's best—the combined might of military, superhumans, and defected alien allies—had gathered to launch a decisive strike. The goal: disrupt the alien supply lines and cripple their foothold on the planet. It was a plan built on hope, ingenuity, and desperation. But it was also a trap. The aliens had anticipated every move.

From the ashes of that battle came the beginning of the end. The alien forces unleashed something beyond anything humanity had ever seen before: **The Big Guns**. They no longer sent foot soldiers or standard war machines. Instead, they brought forth twisted, bio-engineered monstrosities—mutants forged in laboratories so advanced that their very existence seemed to defy the laws of biology and physics. These creatures were nightmares given flesh, towering over the battlefield with grotesque bodies that could absorb bullets, withstand superhuman blows, and regenerate from any injury. Each one was a living weapon, designed with the sole purpose of annihilation.

But it wasn't just mutants. The enemy's robotic automatons, once clunky and predictable, were now sleek, precise, and utterly relentless. These machines operated with cold, calculating efficiency. They tore through Earth's forces with ease, wielding weapons that turned entire cities to dust. The skies were filled with alien dreadnoughts that could rain fire from the heavens, while the ground shook with the march of mechanized titans. Weapons that warped reality, ripped apart matter at the atomic level, and bent the very laws of nature were now in play.

Humanity screamed back in defiance, but it was no longer the rallying cry of a united force. Now, it was the desperate scream of the broken.

The world that had once stood tall and defiant was now scarred beyond recognition. The cities that had been symbols of human resilience were craters, their ruins crawling with the remains of failed defenses. What few heroes remained found themselves stretched too thin, battling both their own dwindling numbers and the overwhelming power of the alien forces. The once proud armies of Earth were now fractured into guerrilla units, scraping together whatever resources they could to keep fighting.

Even Earth's superhumans—the greatest defenders of the planet—were beginning to falter. Some had been captured, their powers twisted and perverted by the aliens for their own ends. Others had simply disappeared, their fates unknown. Those who remained were weary, haunted by the endless war, and the knowledge that they were losing.

The Dakota Incident had been the turning point. What was supposed to be a victory had turned to ash, and the aliens' new weapons had shattered Earth's defenses. The confidence, the hope that had once driven humanity forward, was now a distant memory.

But even as the world burned, humanity did not give up. The defiance was still there, though now it came from the broken ones—the survivors who had nothing left to lose. In the ruins of the cities, underground resistance movements began to form. Scientists and engineers, working in secret labs, pushed the limits of human technology, desperate to find a way to level the playing field. Heroes, battered and scarred, continued to fight, knowing that even if they could not win, they could still make the invaders bleed.

The war had taken everything from them—cities, families, lives—but it had not taken their will to survive. Now, the fight was not about winning. It was about enduring. Humanity's survival depended not on victory, but on their ability to outlast the storm, to find strength in the face of overwhelming odds.

The Broken Ones, as they were now called, were the last line of defense. They were no longer fighting for glory or honor, but simply for the right to exist in a world that had been ravaged by forces beyond their control. They would scream into the void, fight until their last breath, and even if the war ended with the extinction of the human race, they would ensure that the aliens remembered who they were up against.

The enemy had brought the big guns. Now, it was time for humanity to dig in, fight dirty, and prove that even in the face of annihilation, they would not go quietly.

AN: My Hunger Games quest died due to lack of Notes and interest, Hopefully keeping track of individuals will be easier.

It isn't finished yet though any feedback is apritiated.

had to dust off some old quests to find stuff.
 
A Shining Beacon in a World of Shade

Heroism. What truly defines a hero—or a villain for that matter? Is it the bright capes, the larger-than-life costumes, or the inflexible moral codes that guide their every move? Perhaps it's the over-the-top villains with elaborate schemes who never seem to learn from their mistakes?

No, none of that truly captures it. At the heart of it, many so-called "heroes" are unpaid, unofficially deputized civil servants. They're the ones stuck dealing with the never-ending insanity of modern life while trying to harness powers that are, quite frankly, far beyond any human's pay grade. And on top of all that? They have to navigate the ever-watchful eye of the media.

It's nothing new either. Look back to the first great era of superheroes in the 1880s—those pioneers had it rough. They weren't just fighting crime; they were fighting a war on another front: public perception. They had to contend with the relentless yellow journalism of Hearst's newspapers. Every flaw, every slip-up was magnified and exploited. Heroes were made to look like bumbling fools or, worse, reckless dangers to society. At least two of those early legends ended up in asylums, driven mad by the pressure.

So you want to be a superhero, a villain, or something in between?

Good luck, kid. Because if your enemies don't get you, if the cops don't put you in cuffs, there's one thing that will— the media. It can make you or break you, and once it gets its claws in, it won't let go.

But thats part of being a Hero…getting up and doing it anyway because its the right thing to do.

Even if the world treats you like garbage.


But of course Sunny even you have to admit, its a brave new world out there.

[]The Golden Age of Superheroes (1930-1950): It is the Dawn of what is to be known as a golden age, as common people, heroics and masked vigilantes prowl the cities and states as the birth cries of the Ideal was born in this trying time.

[]The Brand New Day (1930)

The Wall Street Crash of 1929 hit like a hammer, leaving the world reeling in its wake. Half the globe went bust overnight, fortunes were lost, and the streets filled with desperate souls fighting to survive in the dark, unforgiving alleys of the cities.

Mobs of prowlers—dispossessed workers, criminals, and vigilantes—roam the streets, clashing with law enforcement and each other, while two-fisted bruisers, those tough-as-nails types, try to restore order by any means necessary. These meatheads, driven by a sense of justice or sheer survival, are out there busting skulls, hoping to slow the fall of society. But no matter how hard they fight, the tides of change are relentless.

Yet, despite the doom and gloom, there's an undeniable sense that the world is standing on the precipice of something bigger. The old order is crumbling, but in its place, something new and strange is beginning to stir. The winds of revolution, innovation, and untamed potential are sweeping across the world. Things are about to change forever.

And no one—neither the thugs prowling the streets nor the idealistic crusaders—is ready for what's coming next.


[]One Golden Morning (1938): Can you believe it? A guy in Minnesota—of all places—can fly! And no, it's not magic or some high-flying contraption strapped to his back (at least, that's what people are saying). He's a genuine man soaring through the skies under his own power, defying the laws of nature. Word is spreading like wildfire, and now the whole world is losing its collective mind.

Suddenly, it's not just this one guy. Capes—people with strange powers, abilities beyond the ordinary—are emerging from every corner of the globe. Men and women with abilities no one ever dreamed were possible. Some can lift cars like they're made of paper, others can vanish into thin air or shoot fire from their fingertips. It's like the world has flipped upside down overnight.

Now, every major city has its own "local hero" or "mysterious vigilante." The press is eating it up, and the public can't get enough. Politicians are scrambling to understand what this means, scientists are baffled, and the military...well, they're paying close attention. Everyone—governments, corporations, everyday folks—wants a piece of the action. It feels like humanity has crossed a threshold into something new and unbelievable.

And with this new dawn, it seems the golden age of heroes has begun. What will this mean for the world? No one knows yet, but one thing's for sure—nothing will ever be the same again.

[]A War to End It All (1939-1945): The lamps are going out all over Europe, we shall not see them lit again in our life-time", War has returned to the world after 20 years of an unstable peace. It is time to bring back light to a world shrouded in Darkness.
-[]Write in What Year you start in.

[]The Silver Age (1960-1975): The Childhood of Superheroes, where people start to show strange superpowers, silly gimmicks and...The Cold War, with the threat of Nuclear War and other situations even the elders could not predict.

[]Camelot (1960)

After the paranoia and fear of the McCarthy era in the 1950s, America was ready for a change—a breath of fresh air. That came in the form of John F. Kennedy stepping into the White House, a young, charismatic leader bringing a new wave of optimism. For the first time in years, there was a sense that maybe the chaotic tides of the Cold War could be calmed. Kennedy's "Camelot" promised a bright future, one full of hope, progress, and peace.

But beneath that hopeful veneer, a storm was brewing. The American Friends of Justice Society, a group of heroes that had stood the test of time since before the end of the World Wars, was now entering its twilight years. Many of its founding members were aging, some retiring, while others had already hung up their capes. Yet, despite their longevity, they could sense that the world was changing—and not for the better.

As the Justice Society struggled to stay relevant, a new and far more sinister threat emerged: a unified and organized supervillain response. For years, individual villains had caused havoc, each with their own personal agendas. But now, in a world becoming ever more complex and intertwined, they too had adapted. A League of Villains had formed, pooling their resources, skills, and malevolent desires to disrupt the fragile peace of this so-called new era.

This shadowy cabal, emboldened by the cracks in the global order, had plans that extended far beyond mere bank heists or personal revenge. Their machinations stretched into politics, corporate sabotage, and even the Cold War's simmering tensions. The world was no longer just a battleground for heroes and villains—it had become a chessboard, and the stakes had never been higher.

Camelot, this era of newfound hope and potential, now stood at the precipice of a dangerous new conflict. Could JFK's optimism and the fading power of the Justice Society hold back the rising tide of villainy, or would the League of Villains usher in a new age of chaos? As the heroes of old faced their greatest challenge yet, the world waited, breathless, to see if Camelot's bright flame could withstand the encroaching darkness.

[]Good Morning Vietnam (1965)

When the United States plunged into the quagmire of Southeast Asia, it did so with the resolve to stop the spread of communism, sending its best and brightest sons to fight in the jungles of Vietnam. But as the war dragged on, what was once seen as a noble cause became a divisive, deeply unpopular conflict back home. America was splintering, and while its heroes fought abroad, its shadows grew darker at home.

With many of the nation's top heroes deployed overseas, a dangerous power vacuum formed on American soil. The streets that had once been protected by the vigilant watch of super-powered guardians were now open to chaos. Into that void stepped those who had been waiting for their moment—the supervillains, the rogues, and the malcontents of society. With fewer heroes to stand in their way, they saw an opportunity to reshape the status quo and push their own dark agendas.

As war raged in Vietnam, a different kind of battle ignited in the United States. The cities became battlegrounds where crime flourished and corruption seeped into the highest ranks of power. Supervillains, emboldened by the absence of their heroic counterparts, began to organize. Unlike the small-time crooks of the past, these new villains were strategic, motivated by more than greed—they wanted control, influence, and domination over a world weakened by war.

From the shadows, they rose to prominence. Some controlled entire cities, while others infiltrated government agencies, manipulating the public and swaying the tides of political power. Their methods ranged from overt terror to subtle manipulation, all aimed at reshaping the fractured nation to their own desires. The social unrest of the era—the civil rights movement, anti-war protests, and generational divide—only served to fuel their rise. They thrived in the chaos, using fear, misinformation, and their powers to further divide an already fractured country.

In Vietnam, the soldiers faced an invisible enemy in the thick jungles, but back home, the remaining heroes were outnumbered and overwhelmed. The few who stayed behind fought tirelessly to hold the line, but the villains had grown bold, forming alliances and building empires in the absence of strong opposition.

As the war dragged on and the nation's morale plummeted, a question loomed over America: Could the few remaining heroes rise to the occasion and stop the tide of villainy threatening to engulf the homeland, or would the country's internal enemies succeed in changing the status quo forever?

The battle for Vietnam was brutal, but the battle for America's soul was just beginning.

[]Feet of Bronze (1975):

Ten long years. The Vietnam War may have ended, but the scars it left upon the world festered, deepening into open sores that refused to heal. As fires of unrest and conflict spread across the globe, the Cold War entered a new phase of unpredictable madness. From the bloodied streets of Saigon to the colonial wars igniting across Africa, a new generation was swept up into the ever-growing fires of war and conquest, fighting battles they scarcely understood but could not escape.

In Africa, the collapse of colonial empires fueled intense regional conflicts. Independence movements collided with the interests of powerful global players, including new super-powered factions rising amidst the chaos. Old powers desperately clung to their fading influence while local warlords, sometimes backed by villains, gained control.

Meanwhile, Europe found itself in the midst of its own battle. The rising supervillain cartel, known as the Krauserman Circle, launched a covert war against the European Economic Community's heroic Europa League, a collection of European heroes determined to hold the line against villainous ambitions. This underground conflict blurred the lines between espionage and open warfare, as supervillains used their vast resources and powerful connections to destabilize the continent. The Europa League struggled not only against villains but also against their own governments, who were torn between public safety and Cold War politics.

In America, the post-Vietnam era was marked by disillusionment and cynicism. The once-proud Friends of Justice Society, the nation's largest superhero group, found itself crumbling under the weight of scandals and black ops secrets from the war years coming to light. Once hailed as protectors of the American Dream, their covert involvement in morally dubious operations had shattered public trust. Accusations of corruption and cover-ups sent shockwaves through the media, leading to an unprecedented decline in their prestige. One by one, the members left or vanished, leaving cities vulnerable to the swelling ranks of supervillains who saw the chaos as an opportunity to seize power.

Major cities like New York, Chicago, and Los Angeles turned into battlegrounds, with the remaining heroes spread thin. Crime syndicates, supervillain coalitions, and street gangs, empowered by newfound freedom, fought for control. At the same time, a new wave of South and Central American heroes emerged, fueled by the rise of drug cartels and political instability. In cities like Mexico City, Bogotá, and Buenos Aires, these new champions fought a different kind of war—one against the cartels that now wielded super-powered enforcers as their muscle. While these heroes were younger and less experienced, they carried the hope of their nations on their shoulders, determined to protect their people from both local and foreign powers.

Across the Atlantic, the USSR's Soviet of Superhuman Affairs observed the turmoil with cold, calculating precision. In the chessboard of global power, they had their own pawns to move. As the West struggled with its internal divisions and rising villainy, the Soviets plotted their next moves, manipulating conflicts and pulling strings to expand their influence in the shadows. They funded supervillains in Africa and Latin America while working on their own power plays behind the Iron Curtain, keeping their true intentions hidden from the world.

For the first time in history, the world seemed to teeter on the brink of chaos—caught between the ambitions of supervillains, the moral failings of its heroes, and the deadly games of global politics. Schemes and plots that had been quietly simmering for decades were finally coming to fruition, as the world's super-powered elite prepared for the ultimate clash of ideologies. But with heroes faltering and villains rising, the world's future hung in the balance.

1975 marked the dawn of a new age of uncertainty—an era where even the strongest were tarnished, their once-bronze feet showing cracks, threatening to shatter under the weight of their responsibilities. The question was no longer how to win, but whether anything could still be saved.


[]The Crisis of Terra SOL (1979-1986): Arthur C. Clarke said that we were either alone in the Universe, or we were not...it seems we were not alone, and it was terrifying to witness the might Mankind battled to maintain its existence as a species.

[]First Contact (1979)

It came on a cold spring morning, without warning, as a massive, shimmering alien craft appeared over the city of Los Angeles. The ship, a towering monolith of unknown origin, loomed in the sky like a silent judgment. It was here for a purpose: to find a lost probe that had gone missing decades ago. That probe, as human history recorded, had been destroyed during the "Battle of Los Angeles" in 1942. But the truth was more damning—the probe hadn't simply been lost or malfunctioned. It had been destroyed by humans.

The aliens took exception to that.

Their response was swift, their judgment harsher than any punishment humanity could have imagined. As their demands for reparations went unanswered, the skies darkened, and the first wave of retribution descended upon the Earth. What began in Los Angeles quickly spread, as other cities across the globe reported sightings of strange, menacing creatures from beyond the stars. These beings were not just extraterrestrials; they were soldiers, invaders, bringing with them war machines far beyond human comprehension.

And then the cities burned.

From the East to the West, the first attacks came like a scythe, cutting through Earth's defenses with terrifying precision. Los Angeles was the first to fall, but soon Tokyo, Moscow, London, and New York were under siege. The invaders didn't stop at simple destruction. They targeted Earth's greatest champions—its heroes, the protectors who had long stood against threats both mundane and supernatural. Superhumans, mutants, technological savants, and magical defenders alike rose to meet the challenge, but they were outmatched. One by one, Earth's greatest fell. Some were vaporized in the streets, others were cut down in fierce aerial dogfights, and still more were overwhelmed by the alien foot soldiers.

The once-proud cities of Earth became battlefields. Skyscrapers crumbled into dust, landmarks that had stood for centuries were erased in seconds, and millions of people were forced to flee or fight for survival. The initial onslaught was so devastating, so thorough, that it left the world reeling. Governments struggled to communicate, to mobilize, but the aliens had crippled global infrastructure, and panic set in like wildfire.

But that was just the first wave.

As humanity gathered what was left of its strength, trying desperately to understand their enemy, a sobering truth settled in: this was only the beginning. The aliens weren't simply here for vengeance. This was an invasion, a calculated attack that would pave the way for a much larger, more devastating force. Their technology, their strategies, their sheer power—it all suggested that Earth was just one small part of a much larger galactic conflict.

The surviving heroes and world leaders knew the worst was yet to come. The invaders would return, in even greater numbers, and this time, humanity might not survive. The world teetered on the edge of extinction.

Yet, amidst the destruction and death, a flicker of hope remained. Small pockets of resistance began to form. Survivors, both civilian and superhuman, banded together, determined to fight back against the overwhelming threat. Scientists and engineers worked around the clock to reverse-engineer alien technology. Military forces from every nation scrambled to rebuild their defenses. And the few remaining heroes—those who had survived the first onslaught—gathered in secret, plotting their counterattack.

They knew the invaders would return. The only question was whether humanity would be ready. As the world watched the skies, waiting for the inevitable, one thing was certain: the second wave was coming, and with it, the fate of the Earth would be decided.

[]The Broken Ones (1983)

It has been almost five years of near-constant fighting against the alien menace. In the early days of the war, humanity clung to the hope that they could somehow repel the invaders. Defectors from the alien ranks, offering critical intelligence and advanced technology, had given the defenders a glimmer of optimism. Heroes and soldiers alike banded together in unprecedented alliances, and for a brief moment, it seemed as though the tide of war was turning in humanity's favor. A few key victories bolstered morale, and the defiant roar of Earth's resistance echoed across continents.

But then came the Dakota Incident.

In the heart of the American Midwest, a battalion of Earth's best—the combined might of military, superhumans, and defected alien allies—had gathered to launch a decisive strike. The goal: disrupt the alien supply lines and cripple their foothold on the planet. It was a plan built on hope, ingenuity, and desperation. But it was also a trap. The aliens had anticipated every move.

From the ashes of that battle came the beginning of the end. The alien forces unleashed something beyond anything humanity had ever seen before: **The Big Guns**. They no longer sent foot soldiers or standard war machines. Instead, they brought forth twisted, bio-engineered monstrosities—mutants forged in laboratories so advanced that their very existence seemed to defy the laws of biology and physics. These creatures were nightmares given flesh, towering over the battlefield with grotesque bodies that could absorb bullets, withstand superhuman blows, and regenerate from any injury. Each one was a living weapon, designed with the sole purpose of annihilation.

But it wasn't just mutants. The enemy's robotic automatons, once clunky and predictable, were now sleek, precise, and utterly relentless. These machines operated with cold, calculating efficiency. They tore through Earth's forces with ease, wielding weapons that turned entire cities to dust. The skies were filled with alien dreadnoughts that could rain fire from the heavens, while the ground shook with the march of mechanized titans. Weapons that warped reality, ripped apart matter at the atomic level, and bent the very laws of nature were now in play.

Humanity screamed back in defiance, but it was no longer the rallying cry of a united force. Now, it was the desperate scream of the broken.

The world that had once stood tall and defiant was now scarred beyond recognition. The cities that had been symbols of human resilience were craters, their ruins crawling with the remains of failed defenses. What few heroes remained found themselves stretched too thin, battling both their own dwindling numbers and the overwhelming power of the alien forces. The once proud armies of Earth were now fractured into guerrilla units, scraping together whatever resources they could to keep fighting.

Even Earth's superhumans—the greatest defenders of the planet—were beginning to falter. Some had been captured, their powers twisted and perverted by the aliens for their own ends. Others had simply disappeared, their fates unknown. Those who remained were weary, haunted by the endless war, and the knowledge that they were losing.

The Dakota Incident had been the turning point. What was supposed to be a victory had turned to ash, and the aliens' new weapons had shattered Earth's defenses. The confidence, the hope that had once driven humanity forward, was now a distant memory.

But even as the world burned, humanity did not give up. The defiance was still there, though now it came from the broken ones—the survivors who had nothing left to lose. In the ruins of the cities, underground resistance movements began to form. Scientists and engineers, working in secret labs, pushed the limits of human technology, desperate to find a way to level the playing field. Heroes, battered and scarred, continued to fight, knowing that even if they could not win, they could still make the invaders bleed.

The war had taken everything from them—cities, families, lives—but it had not taken their will to survive. Now, the fight was not about winning. It was about enduring. Humanity's survival depended not on victory, but on their ability to outlast the storm, to find strength in the face of overwhelming odds.

The Broken Ones, as they were now called, were the last line of defense. They were no longer fighting for glory or honor, but simply for the right to exist in a world that had been ravaged by forces beyond their control. They would scream into the void, fight until their last breath, and even if the war ended with the extinction of the human race, they would ensure that the aliens remembered who they were up against.

The enemy had brought the big guns. Now, it was time for humanity to dig in, fight dirty, and prove that even in the face of annihilation, they would not go quietly.

The Final Crisis (1985)

The Leader of the Alien Threat is coming.

After years of relentless struggle, humanity had finally achieved the impossible. They had driven back the alien armies, smashed their fleets, and taken back the Earth inch by inch. The cities that once lay in ruins had begun to rebuild, and the resistance had turned into a force of legend. Humanity had weathered the storm, but the storm was far from over. Now, as the dust settled and the fires dimmed, a new shadow loomed on the horizon—a far more terrifying one.

Word had spread through the galaxy like wildfire: the leader of the Imperium of Four—a being whose name was whispered only in fear—was coming. This was no ordinary commander, no mere general of the alien forces. This was the ruler of the Four Great Galaxies, a being who had unified the might of four entire galaxies under a single iron will, whose strategic mind had conquered civilizations far more advanced than Earth. The Imperium had always considered Earth a minor nuisance, an outlying planet barely worth their attention. But humanity's refusal to kneel, their dogged persistence, had earned them the ire of the galaxy's most feared conqueror.

And now, after years of failed invasions and the decimation of their armies, the leader had come to finish what the countless fleets and armies of the Imperium could not. The invasion, which had once been seen as a simple conquest of an insignificant world, had become a personal vendetta. This world, these humans, had defied their fate for too long. The leader was determined to make an example of Earth—one that would echo across the stars as a warning to any who would dare resist the Imperium.

The skies darkened as the leader's armada entered Earth's orbit. The ships, massive beyond comprehension, blotted out the sun. This was not a raid or a skirmish; this was the beginning of the end. The people of Earth, having fought for so long and suffered so much, now faced a new and even more horrifying reality. The final battle was coming, and this time the fate of the entire planet hung in the balance.

The resistance forces prepared as best they could, but there was no denying the fear that spread among them. They had faced countless enemies before—mutants, automatons, alien warlords—but nothing compared to what was coming. The leader of the Imperium was a force of nature, a being whose very presence radiated power and malice. Legends from across the galaxy spoke of the leader's ability to bend entire armies to their will, to crush worlds beneath their heel with nothing more than a thought.

For humanity, this was the final crisis. They had fought for survival, for their home, and for each other, but now they fought for the very right to exist. There would be no negotiations, no peace treaties. The leader had made it clear: Earth's defiance would not be tolerated, and the only outcome acceptable was total submission—or annihilation.

The remnants of Earth's heroes gathered for what they knew would be their last stand. Many had fallen in the years of war, and those who remained were battle-hardened but weary. They had fought and bled for every victory, and now, as the leader's armada descended, they knew this would be the ultimate test of their strength, resolve, and courage. The leader's forces were not just an army—they were a force of destruction, an embodiment of the Imperium's wrath.

The Final Crisis had come, and as the last rays of sunlight disappeared from the horizon, one question remained: would the night bring the end of Earth, or the dawn of a new hope?

[] The Dark Age of Superheroes (1986-1999): An alien invasion had shaken the world. All the Superheroes of the Silver Age are either dead or too injured to keep on going, while Supervillains still live to keep on committing crimes and ruling over the ruins. Now comes a new breed of heroes and Superheroes: one that doesn't hesitate to kill. Now they fight among one another and kill criminals left and right. Are you from the same kind of cloth, or do you wish to bring back the idealism of old?

[]The Dark Times (1990)

A Broken World. Dead Heroes. And the Survivors.

The joy of victory, once so sweet, has long since faded. What should have been a triumphant moment in the history of Earth has turned bitter, a cruel reminder of what was lost. The final battle against the alien invaders had cost humanity everything: their heroes, their hope, and much of their future. An entire generation of legends lay dead, their names whispered like half-forgotten prayers, and the heroic icons who once led humanity through the darkest of times had become little more than myths. Some of their bodies were never found, others were quietly buried in unmarked graves, but all were gone. They had left behind a scarred and dangerous world, one that could no longer find solace in the comforting tales of old.

The survivors of the great war, those who had once believed in heroism and valor, now wandered through the rubble of their world, hollowed out by the weight of what they had endured. The children of Earth, those who had grown up under the protection of the fallen heroes, were now left without guidance, without a moral compass. In their place, darker figures emerged—figures who saw the weakness in humanity's battered spirit and sought to exploit it for their own gain. The tales of hope and courage that had once inspired generations were now being rewritten as grim, cynical stories of despair. Where once the world had looked to its heroes for salvation, now it looked inward, lost and fearful, unsure of its place in the universe.

Alien refugees, once celebrated as allies in the fight against the invaders, found themselves trapped in crowded ghettos, their protectors gone, and their status as survivors turned into a curse. Fear and xenophobia gripped humanity, and the very beings who had bled and died beside them were now stigmatized, blamed for the suffering that continued to fester. Humanity, ever divided in the wake of catastrophe, turned its hatred toward those who had once been comrades in arms. Alien ghettos became sites of tension and violence, as the refugees struggled to survive among the very people they had fought to save.

The governments of the world, still reeling from the war, were fractured and unable to provide the stability or leadership that the people so desperately needed. Corruption and greed filled the power vacuum left by the fallen heroes, and the once-great institutions of justice and order crumbled beneath the weight of their own failures. Vigilantes and mercenaries roamed the streets, offering protection to those who could afford it, while others turned to crime or militancy, exploiting the chaos for their own ends.

In the absence of hope, a new kind of hero began to rise—if they could even be called heroes at all. These were not the shining beacons of old, clad in bright costumes and fighting for justice. They were broken men and women, survivors of the horrors of war, who had been shaped by their pain and loss into something far darker. Some fought for revenge, others for power, but few fought for the ideals that had once defined their predecessors. They were the scarred remnants of a lost age, haunted by the ghosts of the past and the knowledge that they were the last line of defense in a world that had lost faith in heroism.

And so the question remained: how far would humanity fall before the scars of the invasion began to heal? Could they ever heal at all? The weight of loss hung heavy over the planet, and for many, it seemed as though the light had gone out for good. Cynicism and despair had taken root in the hearts of the people, and the stories of old—the stories of valor, sacrifice, and triumph—were nothing more than fading memories in a world that no longer believed in happy endings.

As the 1990s dawned, the world found itself at a crossroads. The Dark Times were here, and there was no telling how long they would last. Would humanity rise again, or would they sink further into the abyss? Would the scars left by the war ever truly heal, or would they become a permanent part of the world's landscape, a constant reminder of the price of survival?

Only time would tell, and for now, all that remained was the bitter aftertaste of victory, the ashes of a once-great era, and the broken ones who had been left behind to pick up the pieces.

[]The Light in the Dark (1995)

When things go wrong, people are faced with two choices: they can be part of the problem, or they can stand up and try to fix it. The good news is that, despite everything, most people still choose to fight for a better future. Some of them even take up the mantle of heroism, inspired by the stories of old, by the legends who once walked the Earth—heroes who fought for justice, for equality, and for the common good. These new champions look to the great social crusaders of the past, the ones who took on the establishment, the corrupt powers, and the villains who sought to drag society into chaos and ruin. Like their parents and grandparents, and even their great-grandparents, they believe in the power of justice and the strength of standing for what's right.

But the world they've inherited is darker, more cynical, and far more complex than the one their forebears faced. The scars left by the alien invasion, the collapse of the old superhero institutions, and the rise of corrupt power structures have entrenched a system that seems determined to keep the world in misery. Villains have grown smarter, more organized, and more powerful. Some of them even wear the same capes and costumes as the heroes, hiding their true intentions behind a façade of righteousness. These so-called "heroes" work in the shadows to maintain the status quo, feeding off the despair of the people and ensuring that no real change ever takes root.

For every new hero that rises, there's a villain—or worse, a former hero—who wants to keep the world broken, exploiting the pain and fear of the masses to tighten their grip on power. The social and political systems have become deeply corrupted, and the lines between good and evil, right and wrong, have never been more blurred. Those in power—whether villain or hero—often find it easier to perpetuate the cycle of conflict rather than fix the problems that plague society.

The entrenched powers have turned heroism into a tool for their own benefit, keeping people distracted with flashy battles and sensationalized media coverage while the real issues go unaddressed. Cynicism runs deep, and many have come to believe that no hero can truly make a difference—that the fight for justice is nothing more than a hollow performance, a game played by those who seek fame, power, or fortune.

Yet in the midst of all this darkness, there are still those who refuse to give up. The new generation of heroes is different. They don't have the luxury of clear-cut battles or obvious villains to fight, but they believe in something greater. They believe in the possibility of a better world, one where people are treated with dignity, where justice isn't just a slogan, and where true equality can be achieved. They are the ones who see the light in the dark, the hope in the hopeless, and they are willing to risk everything to make that vision a reality.

But the road ahead is treacherous. To succeed, these heroes must navigate a world where everyone seems to have an agenda, where enemies can be found in the least expected places, and where trust is a rare and fragile commodity. They must contend with powerful villains who have been in control for decades, as well as the disillusioned former heroes who would rather maintain their power than fight for what's right.

In this world, the odds are stacked against the good guys. The corruption, the cynicism, and the forces of darkness seem insurmountable. But if history has taught anything, it's that heroes don't give up. They don't back down, even when it seems impossible. They fight for justice, for hope, and for a future where the world doesn't have to be a place of constant suffering.

So to those who take up the cape, who fight against the tide of despair: good luck. You'll need it. But remember—no matter how dark the world becomes, as long as you're willing to stand up and fight, there will always be a light in the dark.

[] The Modern Age of Superheroes (2000-Present): You emerge at the new age, where every kind of heroes are more accepted than before, no matter what your methods are. Heroes come to conflicts of course, but they also unite to prevent the mistakes of the past.

[]The New First Generation (2000):

If someone had told you five years ago that things would be better by now, you'd probably have laughed in their face. But here we are in the year 2000, and surprisingly things are getting better. Well, mostly. The world is still far from perfect, but compared to the chaos and despair of the last few decades, it feels like a breath of fresh air.

The newly-formed United Justice Society has finally started to get its feet under it. After a rocky start with their first major public battle, they're beginning to gain traction. The public seems cautiously optimistic about this new generation of heroes stepping up to the plate. Sure, they're not as polished as the legends of old, but they're proving that they can hold their own—and maybe even bring about some real, lasting change. Member states of the society, which include nations from across the globe, are getting along better than anyone expected. Cooperation is slowly becoming the norm, and while there's plenty of friction, the overall direction is promising.

On the other side of things, the once-mighty supervillain community is in shambles. The elaborate schemes and alliances they forged during the Dark Times have largely crumbled. Infighting has fragmented their ranks, and many of the old guard are either dead, in hiding, or struggling to maintain relevance in a world that's rapidly changing around them. The biggest threats of the past have either been neutralized or are too busy licking their wounds to pose the kind of global danger they once did. Of course, new villains always rise, but they lack the coordinated menace of their predecessors.

That said, life in the year 2000 is still far from idyllic. Crime remains high, especially in cities where corruption has taken deep roots, and while the supervillains may be on the back foot, street-level thugs and organized crime syndicates are filling the void. There's also the ongoing alien refugee crisis, a persistent and ugly issue that nobody seems to know how to fix. Many cities still treat alien immigrants as second-class citizens—or worse. Prejudice and fear are rampant, and the so-called "Alien Ghettos" continue to be some of the most dangerous and marginalized places on Earth.

And then there's the space race but not the kind your grandparents knew. With the dust finally settling after decades of warfare and reconstruction, humanity's gaze has turned back to the stars. Only now, we're not just talking about the Moon. Mars has become the hot new battleground, not for war, but for colonization rights. Multiple corporations, governments, and even a few rogue factions are fighting over who gets the prime real estate. Legal disputes, territorial claims, and the occasional scuffle between rival space forces have all become part of this new chapter in humanity's journey beyond Earth.

Oh, and let's not forget the Moon itself. Once the pinnacle of human achievement, it's now almost quaint until you realize that every major nation is trying to one-up each other by building the nicest cities up there. It's almost comical. Lavish moon cities with sprawling domes and gleaming skyscrapers are the new status symbols, and the competition is fierce. But hey, at least we can laugh about it. It's a sign that, despite everything, people are starting to dream big again.

So yeah, things aren't perfect. There's still plenty of hardship and uncertainty, but for the first time in a long time, there's a sense that maybe—just maybe—we're heading in the right direction. At the very least, we're no longer living in constant fear of the next catastrophe. We've survived the worst, and now it's time to build something better. And if we can't agree on who gets Mars? Well, there are worse problems to have.

Welcome to the New First Generation the dawn of a new era. Let's see if we can make it last.


[]The Second Generation (2010):

Ten years have passed, and everywhere you turn, people are talking about the new generation of heroes. How do they do it? How have they managed to carry the torch forward? The secret isn't some grand mystery—it's that the heroes of today stepped up when they were needed most. They became the role models the world was desperate for, guiding a fractured society out of its darkest days. Sure, many of them had the unfair advantage of being sidekicks to the legends of the past, learning from the best, but their influence has been undeniable. Like any good role model, they've inspired a society to strive for something better.

And it's working. The United Justice Society has grown into something more than anyone could have predicted. Once a fragile alliance, it now stands as a beacon of hope, stretching its influence from Earth to Mars. Their reach is global—and now interplanetary—bringing peace and stability to places that once seemed unreachable. It feels like the UJS is entering its golden age, a time where heroes are plentiful, and their impact undeniable. But, of course, nothing this good can last forever.

The cracks are already starting to show.

It started with Mars. A few months ago, the First Fight on Mars erupted into full-scale war. It wasn't just a skirmish—this was the Battle of Tharsis Mons, a brutal conflict that saw heroes and military forces working side by side to defend the Martian colonies from other martian colonies. The battle was unlike anything seen since the Final Crisis, a grim reminder that peace is always fragile. And though the battle ended, it reignited old rivalries and grudges that had been simmering beneath the surface for years.

Now, ambition is rising again. The long peace that had followed the Alien Invasion allowed time for the world to rebuild, but it also gave space for dark forces to plot their return. Supervillains, once dormant, are now making their first major moves in decades. The names that once struck fear into the hearts of millions are returning to the shadows, gathering their strength.

The Society of the Grey Mamba, a ruthless cartel of superpowered mercenaries, is one such group. They've begun to re-emerge, working silently to undermine the fragile peace. Meanwhile, the Brotherhood of the Nine Towers, an ancient organization steeped in dark mysticism, has started resurfacing, orchestrating events from behind the scenes to tip the balance of power in their favor. And these are just a few of the many dangerous factions slowly revealing themselves, all with the same goal: to tear down what's been built and reclaim the world for themselves.

It's clear that this new generation of heroes, despite their achievements, is facing a battle unlike any they've known. The threats lurking in the shadows are more cunning, more patient, and far more dangerous than the villains of the past. They don't seek to simply destroy—they want to remake the world in their image.

Still, there's hope. This world may not be perfect—it's scarred from wars, filled with simmering tensions, and haunted by ghosts of the past—but it's a world that people believe in again. And that's worth fighting for. The Second Generation of heroes understands this. They know the stakes. They've been raised on stories of triumph and loss, of the wars fought by their mentors. Now it's their turn to make history, to protect the fragile peace and ensure that their world isn't lost to those who would see it burn.

The future may be uncertain, and new dangers are looming, but if there's one thing this new generation has proven, it's that they're ready. The world is worth fighting for, and they won't back down. Not now, not ever.

The Third Generation (2023):

Being a young superhero in this day and age isn't about how many birthdays you've had—it's about the experience you've earned. And for this generation, the road to becoming a hero has been far from smooth. The world-changing events of the last few years have thrown countless aspiring heroes off track. The global pandemic of Covid-19 and the outbreak of Dust Flu—a virulent Martian strain of influenza—ground many superhero efforts to a halt. With the world locked down, the usual structures that guided young heroes through their early days of training and mentoring collapsed, leaving many to navigate this chaotic world alone.

And while the heroes were hampered, supervillains took full advantage. For the first time in decades, they moved out of the shadows and began operating in the open. With fewer heroes actively patrolling the streets, the balance of power shifted. Supervillains, once content to hide behind grand schemes and secret lairs, now challenged heroes directly—not just in the field, but also in the court of public opinion. Villains and heroes became rivals not only in battle but in the hearts and minds of the world. The line between right and wrong blurred, and the question of what truly defined a hero became more pressing than ever.

In this new era, it wasn't just about powers. It was about beliefs, about what you stood for when the dust settled. Personal accountability became the hallmark of a true hero—heroes were judged not only by their victories but by how they handled their failures. Many turned to their code of ethics, an ancient set of principles that had been passed down from hero to hero for generations. In a world where trust in institutions was crumbling, holding fast to a personal code became more important than ever.

At the same time, the world was grappling with other issues. The Alien Rights Movement rose and fell, a brief but intense campaign for the rights of alien refugees and immigrants who had settled on Earth after the invasion years earlier. Though the movement fizzled out with it being mostly a sucess, its legacy remained, especially with the election of the new Chairman of the United Justice Society an alien from Mars. His leadership has brought a new perspective to the superhero community, bridging the gap between Earth's heroes and those from the stars.

But this is just the beginning. Earth has now been officially welcomed into the Galactic Community, an interstellar alliance of planets and species that have existed for 60 years, starting as an alliance against the Impirium. The floodgates have opened, and humanity is no longer alone in the universe. With this newfound membership comes incredible opportunity—and incredible danger. The new era brings challenges humanity has never faced before: space crime, interplanetary conspiracies, and alien supervillains with their own agendas.

Earth's heroes must now contend not only with the threats they've always known—rogue supervillains, corrupt corporations, political intrigue—but with a whole new spectrum of dangers from across the galaxy. And it's not just the villains they have to worry about. Alien superheroes, many of whom hail from planets with vastly different customs and laws, have started arriving on Earth, eager to impose their brand of justice on our world.

The Third Generation of heroes is standing on the precipice of a new age. The challenges they face are more complex than ever, the stakes higher than anyone could have imagined. But with the galactic stage now open, the potential for greatness has never been more real. They are no longer just the protectors of Earth—they are the vanguard of humanity's future in the stars.

It's a new day, and the galaxy is watching. Whether they rise or fall, the heroes of this generation will decide what kind of world Earth becomes in this vast new cosmic community. The journey ahead won't be easy, but then again, it never has been.

AN: Updated version of the Draft above, it took me a bit to finish, give feedback and enjoy.
 
Sorry for the slight off-topic, but I don't know where I can ask this question.

The thing is that I'm planning to write a "pseudo-spy" fantasy, and it is typical that the main characters sometimes act under false names. However, considering that one of them is a womanizer.... And the thing is that using false identities during sexual interactions can be considered a form of rape. The question is - what to do? I don't want to portray him as a technical rapist.
 
A Shining Beacon in a World of Shade (A Super Hero Riot Quest)
Sounds like a fun quest. I'm slowly developing a similar-ish superhero setting, although with less apocalyptic alien invasions, so this was intresting to read.

The thing is that I'm planning to write a "pseudo-spy" fantasy, and it is typical that the main characters sometimes act under false names. However, considering that one of them is a womanizer.... And the thing is that using false identities during sexual interactions can be considered a form of rape. The question is - what to do? I don't want to portray him as a technical rapist.
It's a bit knotty - but maybe play into that a bit? Does the womanizer feel bad about it, maybe wanting to share his true name - or do his teammates find his "activities" questionable, and give him grief over it?
 
It's a bit knotty - but maybe play into that a bit? Does the womanizer feel bad about it, maybe wanting to share his true name - or do his teammates find his "activities" questionable, and give him grief over it?
Well, in theory, the first thing is that I want to portray Andre (that's his name, and yes, he's French. Yes, minus one point for the stereotype.) as an attentive and caring lover, and so he would rather be uncomfortable in such a situation. Although then we need to identify the boundaries - would a casual relationship with one girl for a day (to whom he simply gave his name as a cover) be as bad as actively using a fabricated persona for seduction?


Well, his colleague Zhen reproaches his comrade for frivolity, but at the same time he himself becomes the object of female attention due to his aura of mystery, beautiful but exotic appearance and good manners.
 
A quest comming to Spacebattles
STEVEQUEST: A WORLD OF GAMES CK2-STYLED QUEST!

You are Steve, the Leader/Mayor/King/President of the Blocklands. You have been in this position for the last year since the Grand Collapse. You remember it like it was yesterday. You and your friends were preparing to finally confront the Ender dragon and try to end its tyranny! Then the sky exploded and the world ended. Than you respawned back where it all began. Your base was destroyed and the others were nowhere to be found. As you started to rebuild the base before the night came you encountered strange non blocky beings. They were friendly but kept following you asking weird questions about where they were and what was your name.

You used signs to talk with them and gathered that they were refugees from other lands. Aparently something bad happened and several worlds crashed into each other resulting in them merging into one while scattering several of their residents across the new world. With that revelation you set on a quest of helping the refugees set up a shop here. You did pretty well but more kept comming and now there are several towns across the newly named Blocklands with you as the semi undisputed leader.

Now one year later the chaos outside of your lands seems to have finally callmed down somewhat. News of Tyrants gaining power across the world with heroes rising to challenge them in return flow from the traders and new refugees. Some of the original citizens say that this sounds pretty normal to how it was back before the Grand Collapse back in their worlds so things are returning to normal? You never wanted this but it seems that the Game has changed and you will have to change with it....
 
Sorry for the slight off-topic, but I don't know where I can ask this question.

The thing is that I'm planning to write a "pseudo-spy" fantasy, and it is typical that the main characters sometimes act under false names. However, considering that one of them is a womanizer.... And the thing is that using false identities during sexual interactions can be considered a form of rape. The question is - what to do? I don't want to portray him as a technical rapist.
If it makes you uncomfortable you don't need to depict the character having sex at all, or even imply it. You can just show him flirting with women, but never show the aftermath, or just keep interrupting him before he can 'seal the deal' with an assassination attempt or something.

Then if there's a woman who you want him to get 'intimate with' have her learn either his real identity or that he is a 'man of mystery' beforehand. That way she knows ahead of the action so it's less squicky.
A quest comming to Spacebattles
STEVEQUEST: A WORLD OF GAMES CK2-STYLED QUEST!
A minecraft quest mixed with other settings? Sounds interesting. Is it just generic fantasy settings being smushed in, specific IPs, or a variety of genres?
 
A minecraft quest mixed with other settings? Sounds interesting. Is it just generic fantasy settings being smushed in, specific IPs, or a variety of genres?
Various Games. Examples: Pokemon, Mario, Sonic, GTA, Outerworlds, Metroid, Command and Conquer, XCOM, Dragon Age, Undertale, Sims, Various City Builders, Minecraft and its spinoffs including Story Mode and Elder Scrolls
 
had an idea, but it might be too much. A satirical quest where you're the only sane one in an insane situation. The situation is, you're a warlord in a wartorn african country. wrote up a proposal if anyone wants to see it.
 
had an idea, but it might be too much. A satirical quest where you're the only sane one in an insane situation. The situation is, you're a warlord in a wartorn african country. wrote up a proposal if anyone wants to see it.
That feels a bit dark and real. You'll need to do a lot of work to make that funny rather than offensive.

Book of Mormon was able to kind of pull off making fun of that situation, but they didn't diminish the intelligence of the Africans in that situation. Also it's a musical, people are more forgiving of musicals.

You might want to look at comedies like Allo Allo! a tv show set in Nazi occupied France, or Black adder with a similar premise aka a sane person surrounded by fools.
 
The New World.

A land, across the ocean from home, that's almost virgin and ripe to exploit. The people native to that place are strange, and not quite human… though also not quite animals, separated into tribes. In the part that's currently colonized, those tribes are mostly aggressive 'wolf' tribes and skittish 'deer' tribes, though the occasional powerful-yet-lethargic 'bear' tribe threatens old world interests.

You don't know much about them. You're a mage, albeit a young and hardly trained one, barely more than a journeyman. You've come to this new world to find opportunities that are simply not available in the old one.

Choose as many as you'd like

[]Woman
In the old world, women are discriminated against. But very few mages are willing to travel to the new world, due to how much power and prestige they can access in the old world. Women mages in the old world are mostly bound for the nunnery.

But the new world? Your magic is much more important than what's between your legs. Most of the mages who come to the new world are women.

[]Street Rat
It's rare that a poor street rat have magic. Most mages are born to old, powerful, families of mages. Obviously the witch-finders found you and your power, but you were always treated with a sort of confused disdain at the academy. The life experiences of other mages were not the life experiences of yours, and it left you feeling alienated and alone.

Worse, you simply did not have the web of contacts most mage families have, and were bound for a significantly lower (though still very much upper middle class!) standard of living in the old world.

[]Dreamer
Your theories are wild and unproven. Your magics are strange and unusual. You've always been a dreamer and an experimenter who takes the path less traveled. In the old world you've been cited for your recklessness, but in the new one you'll be able to experiment and, perhaps, learn more about the basis of magic.
 
Back
Top