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magic-rhyme
08-21-2009, 02:48 AM
0. Name. Justifiers





1. Core Sentence. Justifiers focuses on a patriotic group of superpowered men and women of conscience who fight against both Earthly and unearthly superpowered (and even mystical) threats in the aftermath of World War II, on a world a bit different from our own in terms of extraterrestrial connections.

2. Who are the heroes? Players will construct a heroic man or woman with superhuman powers. Maybe a superpowerful alien from another planet or a lost city, maybe a sorcerer or figure from myth, maybe a two-fisted detective with powers as an ace up the sleeve. These are superHEROES, not super-thugs or super-vandals, men and women with lives of their own who disrupt their lives for the greater good of their local neighborhoods and communities.

3. What do they do? Heroes fight against both earthly and otherworldly supervillains and monsters -- as well as the remnants of the Space Nazi menace. In their civilian lives, they cope with their own personal dreams and difficulties.

4. Threats, Conflicts, Villains: Threats might include superpowered criminals, ordinary villains of great political or economic power, entities of mystic evil, and invading forces from beyond the moon and beneath the waves. Then there are the occasional corrupt politicians and police officers infesting the legitimate governmental and legal powers. Don't forget the Space Nazis!





Other conflicts include interpersonal and personal quandaries.

5. Inspirations: The recent rebirth of the public domain Golden Age figures in Project: Superpowers and The Twelve. The earlier rebirth with Justice Society. The original heroes, such as The Green Llama, The Black Terror, Pyro-Man, The Fly, The Shield, and Doctor Fate. The recent films about Spider-Man, The Batman, Superman, and Iron Man. And maybe just a touch of the uncertainty of The Watchmen -- and of the alien forces of Macross and Battlestar: Galactica.

magic-rhyme
08-27-2009, 10:05 PM
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