This game will be strongly inspired by the Super Powereds series by Drew Hayes and will take some terminology and concepts from that . Reading the books isn't necessary just thought I'd point out the obvious similarities for those who would recognise them. However the game isnt set in the same universe and will not follow the canon of those books. The West Point Wardens defend the city from Superhuman threats and crime. They were established shortly after the existence of Supers was announced in the late 1970's and have had an impressive history since then. You'll be playing a member of the Wardens. A bit of info about the setting. In order to fight super powered crime you need a licence that is issued by the government on completion of a 4 year training/certification process. They don't allow mentally unbalanced people to do this job. Heroes are treated like a mix of law enforcement and celebrities. They have their fans but they also have their detractors (especially if people die on their watch). There are 3 types of people. Supers ( You have a power and can control it), Powereds ( They have a power with no control - for example someone may have the power to shoot beams of light but cant control when they go off or where they will go) and humans ( no powers). Supers and Powereds are dealt with by the Department of Variant Affairs. You can either be a Super, someone with technology that lets them keep up, or a normal human with the skills needed. There is no magic or aliens in this setting (at least at this point). Also if you have powers you have had them since early childhood. There is no way to imbue powers (accidentally or otherwise). If you have a Power I'd like you to have one main power with anything else being applications of the power or necessary secondary powers. So something like " My guy has super strength, flight, laser vision and super speed" wont get into the game. But " My character has density control and can become incredibly strong and durable by dialing up their density, alternatively they can tone it down to fly" would be fine. Please avoid characters based on summoning, or self duplicating as they can mess with the turn economy of the game and slow it down. I'd also prefer you avoid telepaths as they are a pain in the ass to deal with in a satisfying way (for me or the player) from a story telling point of view The game is PL 10