This game is a spin-off of my Injustice Gang game, inhabiting the same continuity. It features one of the main characters from that game in a leadership role and may have cross-overs with players/characters from that game.
Terry fortune felt pretty good about things. Just yesterday, one of his comrades...The Muscle seemed to be on the verge of death. Her body was seizing and her brain dying, which put a huge damper on the feelings of elation the team had experienced saving the universe from Trigon the Terrible. With the assistance of Dr. Mid-Nite and using the Teen Titans East medical facilities, she'd been saved. If she and the good doctor were to be believed, she'd...evolved. Grabbing a hot, soft, cheese drenched pretzel from a street vendor, Terry ate as he walked, savoring the day, the victory...everything really. Just as he popped the last scrumptuous, doughy chunk of pretzel into his mouth, his phone started to ring.
Without looking at the screen, he answered. "Hello."
A voice rasped in his ear. "Terry Fortune, your mother is eeeeeviiiillll." Then broke into laughter.
"Yeah? Your fathers' a fern with a complex." Terry answered back. On the line was Everett Green, a friend from way back and the son of Jason Woodrue, the Floronic Man.
"Ha! Ain't that the truth." Everett laughed. "Listen Terry..." He said, his voice suddenly serious. "...can you come out to Coast City? I've gotten caught up in a situation and you're the best person I know to help me defuse it."
"What kind of situation?" Terry asked, a little concerned.
Ev went on to explain about an incipient gang war in Coast City and how he, as the son of a famous villain, had been asked to mediate a truce. While he was willing, because he didn't want his business, a Greenhouse & Plant Nursery to suffer any retaliation, he also knew he wasn't the most diplomatic individual ever. He needed to know if Terry could help him out. The luck controlling son of the villainess, Roulette was a charismatic guy who by personality or power, might be able to sway things.
Terry agreed and after a talk with Andre' Luthor, the nominal leader of the ironically nicknamed "Injustice Gang", a team of heroic youths with super-villain parents or mentors, he was on his way. Psyke decided to accompany him, being the ultimate social manipulator, this was right up his alley. Within a few hours, the pair were headed west in their "brand new" jet. Okay, so it was an old T-Jet with the Titans logo removed, but both Andre and Claudette gave it a "clean bill of health".
The meeting went fine. With Psyke there to help everyone agree to play nice, the truce was just about finalized, when Everett's greenhouse blew up. The blast was devastating, killing most of the gangsters, crippling the others and putting Psyke, who'd been at the epicenter of the blast, in a coma. Everett had been destroyed, but was able to reconstruct himself from a nearby shrub. Terry...fortunately, managed to avoid the brunt of the blast, his luck powers working overtime to let him escape mostly unharmed.
Unharmed, but enraged, and he knew exactly how to handle the problem. Andre' told him the Gang was in pursuit of other foes, but would break off the investigation to come out. Terry had a different idea. He would need his friends' financing for this, but the success of the young, disaffected scions of villains against the earth-shattering might of Trigon inspired him. If the Titans could have two branches...one east and one west, why couldn't they? They had the connections. They had the financing. They knew that the way to strike back at the older villains, who'd done them injustice was through the youth. Therefore, using his knowledge of his mothers' network, Terry began putting together his own franchise...
Like the game it is spun off of, this game will have a tone that fluctuates from light to dark, depending on the plotline. I will absolutley indulge my love of puns, irony, satire and everything else irreverent during the course of it. Be warned.
This is a PL9 135PP game.
Characters are legacies of an established DC villain, but are heroes themselves, for reasons of their own. The game is set in a contemporary, post-crisis on infinite earths-pre New 52 universe. I am shooting for a team of 6, but the first two spots are reserved for Terry Fortune and EPIC's new character. Powers, Advantages & skills follow the rules as written.
I prefer, characters who are fairly archetypal and straight forward in design. The odder, more convoluted and difficult to understand a powerset is, the less I'm liable to like it. Just so everyone knows up front, powers that fall under particular scrutiny from me are: Mind/Emotion Control, Precognition, Postcognition and any Variable power.
Advantages that meet that level of scrutiny are Artificer, Inventor and Jack-of-All-Trades. Unless there's a really good reason, I'm not a fan.
So far there's only one houserule I use.
All Grab Attacks (formerly Grappling) are handled as opposed checks. Bonus is still capped as normal.
Youth Hero teams (west)-
Titans West- San Francisco
Infinity Inc. Los Angeles
Flying Manta Sub. Size: G Str. 12 Speed. 8(flight) AE: Speed 8 (swiiming) Def. 10 Tough. 11 Features: Navigation System, Immunity 10 (life support), Smokescreen/Ink Cloud, Torpedoes/Missiles (Ranged Damage 8 Area Burst 5), Bucking Cables. 69ep
Albatross Island. Size: C Toughness: 20 Features: Combat Simulator, Communications, Computer, Concealed 3, Defense System, Dock, Fire Prevention System, Gym, Holding Cells, Infirmary, Laboratory, Living Space, Power System, Security System. 28ep
King of Spades (Evolucion)
Velocity (Walking Dad)