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Parahuman
noun
A person who has undergone a Trigger Event and developed superpowers. Known colloquially as "capes".
Trigger Event
terminology
Also known as a crisis point or simply a trigger. A moment of extreme trauma that grants parahuman abilities to ordinary human beings.
Nothing in this life comes for free. And power costs more than anything.
This is a lesson that you have learned more brutally than most. It took the most traumatic moment of your life. The moment when you were pushed to the very edges of your limits... and then beyond them. In that moment, something snapped in you. Something triggered.
You emerged from this experience altered. Different. Possessing strange new powers you had no choice in being granted. You emerged parahuman, one of a growing population of ordinary human beings who have developed extraordinary abilities. A growing population that has emerged over the last three decades to permanently alter the landscape of your world.
Nothing in this life comes for free. And from this moment on, your life will never be the same. Your powers single you out, mark you as one of a rare breed. How you make use of them will mark you as hero or villain, regardless of the good intentions you may have. Powerful groups will seek to influence you, to bring you into their fold or destroy you depending on the choices you make. Even refusing to get involved is a conscious choice, one that carries repercussions. All too often, you may find yourself doing the wrong things for the right reasons.
Nothing in this life comes for free.
So just what sort of price are you willing to pay to stay in the game?
noun
A person who has undergone a Trigger Event and developed superpowers. Known colloquially as "capes".
Trigger Event
terminology
Also known as a crisis point or simply a trigger. A moment of extreme trauma that grants parahuman abilities to ordinary human beings.
Nothing in this life comes for free. And power costs more than anything.
This is a lesson that you have learned more brutally than most. It took the most traumatic moment of your life. The moment when you were pushed to the very edges of your limits... and then beyond them. In that moment, something snapped in you. Something triggered.
You emerged from this experience altered. Different. Possessing strange new powers you had no choice in being granted. You emerged parahuman, one of a growing population of ordinary human beings who have developed extraordinary abilities. A growing population that has emerged over the last three decades to permanently alter the landscape of your world.
Nothing in this life comes for free. And from this moment on, your life will never be the same. Your powers single you out, mark you as one of a rare breed. How you make use of them will mark you as hero or villain, regardless of the good intentions you may have. Powerful groups will seek to influence you, to bring you into their fold or destroy you depending on the choices you make. Even refusing to get involved is a conscious choice, one that carries repercussions. All too often, you may find yourself doing the wrong things for the right reasons.
Nothing in this life comes for free.
So just what sort of price are you willing to pay to stay in the game?
Games Master: @sticky
General Admin Monkey: @Childish Grumpino
Large Homosexual: @Asmodeus
Discord Link: here
'Weaver: Detroit' is an RP based in the world of the Parahumans web serials, written by John McCrae (aka Wildbow). Set in a world not unlike our own where humans with extraordinary powers have emerged to alter the landscape of society over the last few decades, Parahumans takes a more grounded and cynical look at the superhero genre. It is a world in which the heroes can just as easily be more unsavoury than the villains, where the consequences of superpowers and their effects upon society are heavily explored, and where the difference between life and death can come down to how creatively you can make use of unnatural abilities you had no choice in being given.
This is the world of Earth Bet. A world pretty much identical to our own… right up until 1982, when a mysterious golden-skinned man was discovered floating over the Atlantic. In the wake of his appearance, individuals with strange powers began to appear across the globe. The first superheroes emerged, and inevitably the first supervillains. The world has never been the same since: be it through the inventions of superpowered inventors, the geopolitical shifts, or the emergence of apocalyptic threats known as Endbringers that seem tied to the arrival of parahumans, Earth Bet now stands ever closer to the brink.
Unlike a number of Superhero RPs, where players decide on all aspects of their characters, 'Weaver: Detroit' works a little differently. Though players will decide on who their character is and what they're about, the process of deciding on their powers is a collaborative process between player and GM. The player describes the Trigger Event their character undergoes, and the GM describes the powers that come as a result of it. This is a game where characters don't get to choose the powers inflicted upon them: all they can do is make the best of it.
If you're familiar with Worm, Ward and the Parahumans setting as a whole, great. If not, don't worry: this is a self-contained story that people new to the world will have no problems jumping in to.
General Admin Monkey: @Childish Grumpino
Large Homosexual: @Asmodeus
Discord Link: here
'Weaver: Detroit' is an RP based in the world of the Parahumans web serials, written by John McCrae (aka Wildbow). Set in a world not unlike our own where humans with extraordinary powers have emerged to alter the landscape of society over the last few decades, Parahumans takes a more grounded and cynical look at the superhero genre. It is a world in which the heroes can just as easily be more unsavoury than the villains, where the consequences of superpowers and their effects upon society are heavily explored, and where the difference between life and death can come down to how creatively you can make use of unnatural abilities you had no choice in being given.
This is the world of Earth Bet. A world pretty much identical to our own… right up until 1982, when a mysterious golden-skinned man was discovered floating over the Atlantic. In the wake of his appearance, individuals with strange powers began to appear across the globe. The first superheroes emerged, and inevitably the first supervillains. The world has never been the same since: be it through the inventions of superpowered inventors, the geopolitical shifts, or the emergence of apocalyptic threats known as Endbringers that seem tied to the arrival of parahumans, Earth Bet now stands ever closer to the brink.
Unlike a number of Superhero RPs, where players decide on all aspects of their characters, 'Weaver: Detroit' works a little differently. Though players will decide on who their character is and what they're about, the process of deciding on their powers is a collaborative process between player and GM. The player describes the Trigger Event their character undergoes, and the GM describes the powers that come as a result of it. This is a game where characters don't get to choose the powers inflicted upon them: all they can do is make the best of it.
If you're familiar with Worm, Ward and the Parahumans setting as a whole, great. If not, don't worry: this is a self-contained story that people new to the world will have no problems jumping in to.
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