Humanity has always had its protectors.
Of course, the practice of wearing garish costumes and taking outlandish identities is a fairly new concept. Not to mention the leaps and bounds of technology, the cautious reemergence of magic, and naturally the rise of superpowers. The latest generation of humanity's protectors are labeled under one catch-all term: superheroes. They operate all over the world, in every country, every city.
They are desperately needed, for not all superhumans are on the side of good. There are those out there who practice all sorts of crime, ranging the gamut from petty theft to genocide. Because of these individuals and those who profit from them, the world has recently become a poorer place to live. Famine, plague, war, and oppression are rampant. Corporations and oppressive governments use advanced tech and paid operatives to squeeze every dime out of their fiefdoms.
Last year, representatives of several countries formed a privately funded NGO called the Champions, a collection of superheroes from all over the world. Intended to be a alternative to government efforts to handle global crises and crime, each member nation was only permitted to send two superheroes to participate on the Champions, a policy intended to prevent any one nation from wielding too much influence on the team's actions.
Recently, though, the Champions' reputation has been ruined by a botched operation in Japan that resulted in several members and innocent bystanders dead. Public opinion turns against the Champions overnight: the media blasts them, the people burn them in effigy, governments impose sanctions. Between the public humiliation and rise of tensions within the group, several members have split off into a splinter group, determined to find their own path. This move was not without risk, of course- being seen as a traitor does not endear you to governments or the media, some members may even face exile or arrest. Many members went with one faction simply because of grudges or bad blood with those on the other side. With the Champions looking to rebuild their reputation and the Splinter trying to begin from scratch, the two teams are destined to come into conflict, and their foes will spring at an opportunity. But there are still darker clouds on the horizon. . .
Schism: Blood of Heroes will be a largely player-driven game with a strong element of worldbuilding. Working as teams, you as players are encouraged to be proactive and influence the history of this world. While there is an overarching plot and the GMs (myself and MrDidact) will throw challenges your way, by and large you are free to do as you will and pursue your own goals and character arcs.
You can lead your team in any direction you choose. Want to rename your team? Do it. Renounce heroics and turn to crime? Go for it. Overthrow a government? Might be hard, but of course it's possible. The world is your playground, but be prepared for the consequences of your actions. And of course, remember the value of teamwork.
Welcome to Schism. Do as you will.
Of course, the practice of wearing garish costumes and taking outlandish identities is a fairly new concept. Not to mention the leaps and bounds of technology, the cautious reemergence of magic, and naturally the rise of superpowers. The latest generation of humanity's protectors are labeled under one catch-all term: superheroes. They operate all over the world, in every country, every city.
They are desperately needed, for not all superhumans are on the side of good. There are those out there who practice all sorts of crime, ranging the gamut from petty theft to genocide. Because of these individuals and those who profit from them, the world has recently become a poorer place to live. Famine, plague, war, and oppression are rampant. Corporations and oppressive governments use advanced tech and paid operatives to squeeze every dime out of their fiefdoms.
Last year, representatives of several countries formed a privately funded NGO called the Champions, a collection of superheroes from all over the world. Intended to be a alternative to government efforts to handle global crises and crime, each member nation was only permitted to send two superheroes to participate on the Champions, a policy intended to prevent any one nation from wielding too much influence on the team's actions.
Recently, though, the Champions' reputation has been ruined by a botched operation in Japan that resulted in several members and innocent bystanders dead. Public opinion turns against the Champions overnight: the media blasts them, the people burn them in effigy, governments impose sanctions. Between the public humiliation and rise of tensions within the group, several members have split off into a splinter group, determined to find their own path. This move was not without risk, of course- being seen as a traitor does not endear you to governments or the media, some members may even face exile or arrest. Many members went with one faction simply because of grudges or bad blood with those on the other side. With the Champions looking to rebuild their reputation and the Splinter trying to begin from scratch, the two teams are destined to come into conflict, and their foes will spring at an opportunity. But there are still darker clouds on the horizon. . .
Schism: Blood of Heroes will be a largely player-driven game with a strong element of worldbuilding. Working as teams, you as players are encouraged to be proactive and influence the history of this world. While there is an overarching plot and the GMs (myself and MrDidact) will throw challenges your way, by and large you are free to do as you will and pursue your own goals and character arcs.
You can lead your team in any direction you choose. Want to rename your team? Do it. Renounce heroics and turn to crime? Go for it. Overthrow a government? Might be hard, but of course it's possible. The world is your playground, but be prepared for the consequences of your actions. And of course, remember the value of teamwork.
Welcome to Schism. Do as you will.