Darkness in the Emerald City
Darkness in the Emerald City is a proposed Dark Champions game to run concurrently with X-Com. This page will discuss campaign basics and collect links to recaps and characters.
Contents
The Setting
The game is set in Emerald City, which looks a lot like Seattle on the surface, but there always seems to be a little something sinister just around the corner. Crime soars, rain falls and the wealthy stare out their windows at the huddled masses fighting to keep masked criminals from stealing the $10 in their wallets.
When the first masked vigilantes appeared in New York in the early 80s, many thought the world was changing for the better. Thirty years later, few would argue that has been the case. Defenders of justice are few, and criminals enjoy the fruits of police corruption and public apathy.
That is where you come in...
Character Creation
There will be multiple character creation options available. This will be somewhat of an experiment of varying character power levels. I will also steal some equipment guidelines I have heard of others using.
While the actual numbers are important, what really drives this game are motivations. The following questions are required for each character.
What is your origin?
What motivates you to pursue vigilantism/fight crime?
What are your two greatest fears?
What are your two greatest desires?
Nuts and Bolts
Players will have two options for their characters: Heroic and Superheroic. Each of them has unique strengths and weaknesses that I hope to balance, but any thoughts you may have are welcome and encouraged. They are based on the standard templates in Hero 6th Edition.
Heroic
Characters that are based on the Heroic template will be made on 225 points and have any number of complications (discussed later). They will have Normal Characteristic Maxima standard and receive no points for it. They will also follow Heroic equipment rules, with the modifications suggested in Dark Champions 5th Edition.
What does that mean? These characters do not have to pay character points for equipment, they can acquire it through play or with money. Any equipment gained this way, however, is easy come, easy go. This works like your standard fantasy game. Characters will start with a predefined amount of equipment which will be called 'the armory'. Characters will be able to carry with them a standard amount of equipment, starting at 60 points, but this can be modified with character points.
In general, the only equipment you can have is that which is readily available at the store. If you want better stuff, you have to pay points for that as discussed in Dark Champions. There are three levels of this Perk (3, 5 and 10). Details to be added later.
Heroic characters will also have a standard pool of vehicles and bases which work in a similar fashion. These can be increased with experience or character points.
Finally, Heroic characters will have an increased access to perks. I am currently considering an award of 5 Perk points for every full 5 points in Perks the character purchases. This will include experience as well.
Superheroic
Characters based on the Superheroic template will be built on 250 points and have any number of complications (discussed later). They will not have Normal Characteristic Maxima. They will follow the Superheroic equipment rules from Champions.
This means that they will not be allowed to take equipment without paying points for it. One off uses can be allowed, but if something is being used over and over it should be paid for. These characters will also have a small equipment allotment, at 20 points, and can only include that which can be purchased 'at the store'. If they want more or better equipment they should buy a gadget power pool.
Superheroic characters will also have a standard vehicle and base allotment which can be increased with character points. They receive no special bonus in purchasing Perks or any other power.
Complications
I want to try an experiment involving Complications. Pick as many as you want! Also, anytime I, the GM, wish to bring a Complication in to affect the story, you, the player, have 100% veto privilege. Also, you have the right to call in your Complications whenever you find them appropriate.
However...each time one of your Complications makes a real impact (negatively) on you in an effective, story fashion you earn 1-3 XP.
Characters
All PCs and important NPCs will be placed here.
Stories
Links to story recaps will be placed here.