Superhero

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Magnet City Saviours

Facilitator: 
Ciarán Searle

Just because you have powers, doesn't mean you're going to make it as a hero in Magnet City. Are you charming, heroic and, ultimately... marketable?
Superlative Entertainment is auditioning, and this is the most lucrative gig you could hope to land. Unfortunately, solo contracts are few and far between, so you're being trialled as a brand new team with some other hopeful unknowns.
Mug for the cameras, avoid property damage and save the day; It sure beats trawling the Barbican app for odd jobs as a low grade vigilante.

This game will use the Genesys narrative dice system first seen in Fantasy Flight's Star Wars RPGs.

System: 
Genesys RPG

Supers Anonymous

Facilitator: 
Bridget Hughes

It is a time of superheroes. Paragons of strength, justice, and freedom patrol the skies seeking to stop evil in it's tracks. The guild of heroes is organised into strings. The A string deals with planet wide threats, the B string deals with national threats, the C string deals with more localised threats and so on. The guild of heroes provides training, regulation, lawyers, makeup, and PR for heroes so they can focus on being beacons of virtue (and getting great endorsement deals)

But not every super is a hero, and not every power is wonderful. You are the G string: Supers with powers (or personalities) too strange, unstable, or ridiculous to be allowed to wander around loose, but who haven't done enough wrong that they can lock you up (yet).

The jerks at the guild would rather you didn't exist. They'd have you fetching coffee if there wasn't a solid chance you'd blow it up, so you've been banished to some backwater city. Your secret base is a janitors cupboard, and your companions are the residents of a retirement home that isn't all it seems. Maybe you want to prove yourself and rise in the ranks, maybe it was this or jail, maybe you have a score to settle, or maybe you just took a wrong turn and no one's told you what's going on yet.

This game leans heavy into the tropes, the more ridiculous the better. The goal isn't to win so much as to be as bizarre as possible while doing it.

We will be using lines and veils, and the X card. Pregens will be provided, but some customisation (as time allows) can be done. We may deal with themes including addiction, (comedic) nudity, and mental health, but this will be discussed before the game starts and we'll rule out themes that folks are uncomfortable with.

System: 
FATE

Magical Girl Blues

Facilitator: 
Thomas

You are a magical girl ... that is a title, you might actually be a boy, a cat, a sentient potted plant that levitates ... use your imagination. You are attending a special school for gifted people, creatures and such. One day you will become a defender of Japan and your neighbourhood - you are not there yet.

Something goes bump in your town. Trouble is that all adult magical girls are off dealing with a Kaiju crisis somewhere at the coast, so you and your friends are all that there is.

This is a home-brew system using very simple rules learned in 5 minutes. Anything goes to some degree, but keep things civil and PG. There will be only a very rough outline for a story, you will build the world, hopefully - I feel kind of lazy.

System: 
Home-brew

Masks: Heroes of Halcyon City

Facilitator: 
Robert Vincent

Well done, you saved the day! You might just be kids in the eyes of the city's 'real heroes', but you just proved you're not to be scoffed at. Time to set yourselves up as an actual team, you'll need sponsors and good PR. Time to start with your own charity ball.
Masks is a new game in beta form where you play teenaged superheroes that uses the Powered by the Apocalypse system, and is not too dissimilar to Monsterhearts or Urban Shadows but within the Super hero genre.

System: 
Masks (PBTA)

Heroes of New Haven!

Facilitator: 
Robert Vincent

Set in the Parahumans universe, players play members of the Wards: teen superheroes in training. The adult heroes are busy chasing the Force Fourteen out of town, so you're running extra patrols. Just be careful, Villains have rights too and the media is always watching.

System: 
Ladykillers

Armageddon's Children

Facilitator: 
Luke Walker

In the dark shadows of our city streets, children with special powers are trained to fight for the safety of people they have never met. They are given no names and are considered monsters. This is a story of children who began to wish for Armageddon.

In modern world of dark conspiracy, super-powered individuals fight in high octane duels against monsters; monsters who they themselves will become if they push beyond their limits and lose those things that they care for and seek to defend.

Double Cross is one of Japan's most popular RPGs now translated into English. Drawing on inspiration like X-Men, Darker than Black, Gantz and Chronicle, Double Cross is an action packed game in which the characters weigh what they can do against what they can save. This game will be run with player generated scenes and 'open secrets' so that everyone can direct the flow of play and contribute ideas to maximise the drama the characters face.

System: 
Double Cross

The Thursday Crisis

Facilitator: 
Dale

This summer your favourite super-franchise delivers another action-packed episode:

For seven years the planet has enjoyed peace and security thanks to the magnificent efforts of the reunited Council of Champions. When we mark Champion Day this January 23rd, we give thanks to the all-American hero Captain Hope, British super-genius Professor Eternity, Spanish gun-slinger Salvo, the giant Ground Zero, and all the other champions who risk their lives to safeguard global prosperity.

Things haven’t been going smoothly for the champions of late; twenty six passenger planes have gone missing during the last month - creating a world-wide panic, while temporal distortions have been wrecking havoc in the streets of the world’s most populous cities. Then there’s Hope and Eternity’s teenage son Daniel’s very public rift with his parents, which has been tabloid fodder for months, and the reported production problems and cost overruns with Captain Hope’s grandiose biopic.

Will the Champions manage to master this latest mysterious malevolence?

Can our protagonists prevent pandemonium or will personal predicaments prevail?

Find out at Kapcon XX on January 23rd...

This game will be run in round 4, with an option for an extra run in round 6 if there’s sufficient demand. For more information about what has gone before check the Council of Champions blog at: www.councilofchampions.blogspot.com

System: 
Resolute 2e
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