The year is 1955. Ten years ago, the Second World War ended with the dropping of two nuclear bombs on Imperial Japan. Now, the world sweats as the two new superpowers--the United States and the Soviet Union--covertly compete for supremacy, with the constant threat of atomic annihilation casting a dark shadow over all.
But nuclear weapons are not the only technologies that now make up the ideological battlefield between Capitalism and Communism. At the end of the War, Nazi Germany began to deploy their powerful, dangerous Übermenschen, human beings augmented through occult science, against the Soviet Union in a last-ditch attempt to turn the tide in the East. Despite the overall "imperfect" superhumans, the war was still a lost cause; all the Übermenschen could do was slow the red tide down. But the efforts of the Nazi occult project, Projekt Woden, were a proof of concept--by the war's end, the world knew that such feats of medical science were possible… and within their grasp.
The secret to this power is a substance dubbed by Nazi scientists as "Ambrosia," described by Dr. Ernst Scheele (somewhat reverently) as "Das Essen der Götter:" the food of the gods. Ambrosia cannot be synthesized, and it is exceedingly rare, only found in miniscule deposits and often needing to be sifted from other material. However, in its refined form, it can change the genetic makeup of human beings, alter tissue to previously-unimagined states, and in certain cases, it can allow the human body to interface with machines in ways never thought possible.
In the immediate aftermath of the Second World War, the US and the Soviet Union divided up the Projekt Woden scientists for their own superhuman initiatives. They experimented for several years with their own superhumans, racing to create the "perfect" superhuman. This was by no means a simple feat; much of Projekt Woden's information and files had been lost as the Nazi state collapsed, and the information the Soviet and American teams were working with was thus incomplete. Furthermore, the rarity of ambrosia made testing difficult and expensive, but after a number of (sometimes fatal) failures, they were both able to create a "proof of concept" of their own, a weak, imperfect superhuman that was nevertheless far superior to any attempts made by Nazi Germany.
Now, the secret--and the methods of mining and refining ambrosia--have become common knowledge by this point, and each nation of the world is dreaming of a superhuman of their own--and a superhuman is far more practical than a nuclear bomb as both a weapon and a propaganda tool.
Superhuman Creation and Advancement
The main "currency" for creating and upgrading a superhero is ambrosia points (AP). These points represent your nation's supply of ambrosia, and can be "spent" to either create a new superhero or upgrade an existing one.
Unlike the nebulous power system of the previous game, the system will use one of my favorite tabletop RPGs instead: the Savage Worlds Superpowers companion. The "Power Points" of SW will instead be the Ambrosia Points of the last game, and each player will receive far more at the start. There will be a hard cap on total AP per hero (at least at the start of the game) - 60 AP, or the "Heavy Hitter" power tier. (That's not to say that there won't be metahumans beyond that level from other sources, of course…) In addition, heroes will have a maximum AP of half again their original number rounded up; for example, a hero with starting AP of 5 will only be able to reach a power level of 8, a hero with 20 can only reach 30, and a hero with 40 can get up to 60.
The amount of points you get for your first hero depends on your country. Nations are divided into four "tiers." Tier 1 consists ONLY of the US and the USSR, and they receive 60 points at the start, AND a free "prototype" hero worth 10 points. Tier 2 nations (Britain, China, France, and the like) start out with 40 points. Tier 3 nations (Brazil, Italy, India, and the like) receive 20 points. Tier 4 nations (Belgium, Indonesia, most post-colonial states) receive 10 points. When you claim a nation, I'll let you know which tier it's on.
Note that that, at the start, you may feel free to divide your AP among multiple heroes. For example, as the UK, you can either make a single more powerful hero worth 40 points, or split your pool and try for 2 weaker 20-point heroes. This might come in handy if you have a lot of commitments to deal with, but of course it also weakens your heroes individually. In addition, the US or USSR cannot simply opt to put their "starter hero" AP into upgrading their "pregame" hero, because as imperfect prototypes, they have reached their limit.
All heroes, as they fight and grow as people and weapons, will be also awarded experience points (XP) for their efforts. These are used to improve your heroes' "personal" skills, and unlike AP they are not a collective pool. As a note: the US and USSR's "prototype" heroes, to signify the fact that they fought in WWII, will start with the rank of Seasoned, with the required 20 XP to their name.
AP is gained at a steady annual rate of:
3 for Tier 4
4 for Tier 3
5 for Tier 1 and 2
In addition, accomplishments will net you AP based on the nature of the accomplishment. Capturing and "killing" a hero, on the other hand, gives you 1/3 their AP back, rounded down.
With the exception of the US and the Soviet Union, all nations, no matter their tier, start out with no pre-existing heroes, and will thus need to create one (or more). In order to do so, please follow the following template:
PERSONA
Hero name:
Real name:
Sex:
Age:
Bio:
Public persona:
Appearance (If a picture, please keep it SFW):
STATS
XP:
Advances:
Level:
Attributes:
Agility:
Strength:
Smarts:
Spirit:
Vigor:
Statistics:
Charisma:
Parry:
Toughness:
Skills:
Edges:
Hindrances:
POWERS & ABILITIES
Invested AP:
Powers:
Power Name (AP Cost): Notes, including damage and other such things
Trappings:
Modifiers: (If applicable)
So as an example, here's a "starter" superhero, with the Soviet "starting pool" of 60 AP. I went for the "flying brick" archetype:
PERSONA
Hero name: Zashchitnika Real name: Tamara Bondarenko Sex: Female Age: 26 Origin: Vinnytsia Oblast, Ukrainian SSR, Soviet Union Bio: Born on a collective in Ukraine in 1929, young Tamara Bondarenko and her family were displaced when Nazi Germany invaded the Soviet Union in 1941. The Bondarenkos fled east, searching for refuge in Russia as the Wehrmacht overran Ukraine. Her brother and father joined the Red Army to help stem the Nazi tide, but both were killed by 1943 in the titanic battles on the Eastern Front. Her mother would die soon after the end of the War, leaving seventeen-year-old Tamara with nothing. In 1949, out of desperation, she signed up for a state science program and volunteered for testing. Out of hundreds of volunteers, Tamara was only one of three who were tested at the highest level of susceptibility to ambrosia, and in the end was the only one who had no family or other obligations. In 1955, at the age of 26, she underwent the final procedure to "activate" her superhuman abilities--giving her unrivaled strength, superhuman durability, and a host of other abilities. Public persona: Noble, patriotic, and cooperative, Zashchitnika's public persona is an exemplar of the Soviet ideal. Her background plays a large role, showing her as a strong example of the Soviet capability to return from the proverbial brink stronger than ever. Appearance:
Awareness (5):Ignores all obscurement penalties; cover penalties for solid objects are applied normally. In addition, the character can sense all around her, negating any gang-up bonuses.
Trappings: Gene-enhanced senses
Attack, Melee - Fist of the Rodina (11): Soviet PUNCH! Damage Str+5d6
Trappings: Gene-enhanced strength
Modifiers: Heavy Weapon (1)
Attack, Ranged - Eye Beams (8):2d10 damage
Trappings: Genetically-bestowed powers
Modifiers: Enhanced Damage (4)
Flight (8): Fly at 4 times the base Pace.
Super Attribute - Super Agility (6): Increases Agility by 3 steps.
Super Attribute - Super Strength (10): Increases Strength by 5 steps.
Super Attribute - Super Vigor (6): Increases Vigor by 3 steps.
Toughness (6): Increases Toughness by +6.
Superhero Mechanics
As stated above, I will be using the Savage Worlds system to simulate hero combat. Many of the "crunchier" features of Savage Worlds will be omitted - as the RP part is meant to be an addition to the nation-game part - but the basic mechanics will remain.
Pace, when and if it actually matters, will be represented by a d6 by default, and edges/hindrances that change that will raise/lower the die type much like a skill or attribute. Characters with the Slow hindrance, for example, will use a d4, while those with the Fleet-Footed edge will use a d8.
Initiative in battle will not be decided by drawing cards; instead, the supers involved in a fight will roll Agility+Smarts or Agility+Vigor without the wild die, with any other bonuses or maluses from traits and environmental factors, with the highest number going first and the second highest after that and so on.
Positioning and other such things will be handled through what I've seen referred to as mind's eye theater; we will avoid maps, complex positioning, and the like. This and other mecdhanics will largely be abstracted.
Bennies will be removed; however, soaking damage is still possible, and a player can only soak three times in a year.
Claims
I'll be using the usual three-claims system. Heroes will be created after you are given a nation, so have a few ideas in mind.
Mods:
I'd like to recruit a mod team if possible, considering that I have other things IRL to do this summer aside from sit around, and so a few positions are open and preferred:
1. The United Kingdom of Great Britain and Northern Ireland
2. Soviet Union
3. Japan
EDIT: Although looking over the rules I am concerned about the clunkiness of the Savage Worlds System. Although it seems like we might be only purchasing powers not making the whole sheet, is that correct?
1. The United Kingdom of Great Britain and Northern Ireland
2. Soviet Union
3. Japan
EDIT: Although looking over the rules I am concerned about the clunkiness of the Savage Worlds System. Although it seems like we might be only purchasing powers not making the whole sheet, is that correct?
As the powers are often intrinsically linked to the skills and attributes of Savage Worlds, yeah, we'll be making the whole sheet - though it's a lot less complicated than it looks at first glance. If anyone needs help getting a character set up, I'd be happy to assist.