Game Rules

This is a Free-Form role-playing game built around a theme of Superheroes. We've tried to make the rules as straightforward as possible. If there's something that you feel doesn't make sense please contact the moderators with your queries. Alternatively, you may wish to see something added, in which case you can also contact the moderators.

The Golden Rule

Treat other players with respect. Characters may be as evil as they wish, but players must behave civilly. We are here to enjoy ourselves. You must always remember that this is recreation, not competition. As a player, be polite and civilized at all times. Disruptive individuals will not be tolerated. You may be as unpleasant and evil as you care to be in character, within the rules, but disturbances by players are forbidden. Before you get angry about an apparent insult or infraction, think about whether the offense has occurred within the game, between characters, in accordance with freeform Rules, or outside the game, player to player -- sometimes the distinction can fool you! No one is perfect, and your toes will get stepped on now and then. You are expected not to try to right wrongs with more wrongs. If possible, work out problems with other players by private e-mail; failing that, bring your concerns to the moderator for arbitration. This game will be kept running smoothly. Fairness to concerned parties is the primary consideration in disputes, and all involved individuals will be given opportunity to argue their sides. The rulings of the moderator are final in all aspects, and complaints about the final judgment are held in very dim view.

Character Rules

1.01 -- CHARACTER CONTROL: Play your own character only. Never post for other characters, in any way; don't post for their possessions or creations. Control only what you create. All you need to remember is to post only what your own character does, or feels, or sees, or how he reacts to the environment. Never take for granted what other characters in the game are going to do. Leave it up to them.

Combat is one particularly difficult situation for many players to heed this rule. Often a player will post not only his attack but also the results of the attack -- and that is a violation. It is up to the defender to determine what happens to him because of the attack! An attacking character can swing a baseball bat or shoot a heat-vision at an opponent -- but whether the bat hits or the heat burns is up to the target. However, if a character wants to avoid the effects of an attack, he must have a believable defense already described/posted in his character profile. The concept of "determining the effects on your own character" does not impart immunity to all attacks. All actions and reactions, especially in combat, must believably reflect the surrounding circumstances and the character's existing abilities. This means "no ducking attacks without just cause."(See Rule 2.01)

Possessions fall under this rule, in the sense that a character cannot affect another person's physical possessions in the same way that he cannot affect the other person's body. A thief cannot steal a carried purse; the thief can post that he tries to steal the purse -- but it's up to the victim whether the purse is swiped, and whether the thief is noticed in the act. Possessions, like characters' bodies, are subject to believable damage under attacks.

1.02 -- COMMON SENSE: In layman's terms? Don't be an Idiot. Your posts and character must make sense in the context of their surroundings and the game as a whole. You can't suddenly conquer the world with an army of zombie lego men, or destroy chunks of Megatropolis in a single post. You don't have to be a strict realist, but you have to use your head.

1.03 -- PLAYER CHARACTER (PC) KILLING: Killing another Player's PC without their permission is a violation of Rule 1.1. If you intend to kill another PC, you must email, or communicate your intentions to that person to reach an agreement that is favorable to all parties involved, before any action is taken. We'd actually prefer it if you treated your character like an old D&D character ... i.e. expendable -- . Take them down in a blaze of glory if you like, we don't mind replacing them, just don't try to do likewise with someone else's character without permission.

1.05 -- MULTIPLE CHARACTERS: Once you have been a member of the Prodigy: City Of Supers Community for 3 months or more, you may petition for an additional character. Any early petitions, without prior permission, will be rejected. ... Note: you may retire one character and submit a new one immediately at any time, just contact a moderator. -- Six months into the game you are allowed to apply for an additional Player Character and again every three months. We request that you only apply for characters you can "keep up" with in multiple game storylines

1.06 -- FREQUENT POSTING: Prodigy: City Of Supers has a 5-hour posting rule. This applies to each character individually ... e.g.: You can log on at 12:00 noon and post for your character Bill and at the same time for your character Ted, But you may not post for either of them again for at least 5 hours. -- This rule is generally only enforced when large groups ... 4 or more -- are gathered in one location so all involved have the chance to stay up to date. Smaller groups ... 3 or less -- are usually overlooked but be courteous to your fellow players and give them time to respond before you leap off in another direction. Give other characters time to react to what your character does. Do not attempt to complete an unreasonable number of actions in a single post, and allow time for others to post their reactions before you post more of your own character's actions.

1.07 -- NPCs AND PRODIGY: CITY OF SUPERS: The use of NPCs is restricted within the world of Prodigy: City Of Supers. NPCs can be used to create a storyline, or where a player might need to interact with a Cop, or Shop Assistant or add interesting connected sidekicks/henchmen to your main characters. These characters are meant for temporary story support; this is not a loophole to create multiple PC's. Please do not use unconnected NPCs as if they were stand-alone characters. If you plan to use a created NPC for support frequently, you must post a bio for them, and they must be balanced. Please do not be offended if you receive Moderator requests to balance your NPCs - if we don't curb them, then we might have a whole city full of characters who slipped past the application process. In General, If an NPC has a name, no other player may control him; treat him like any other regular character. This is our basic rule for whether a player may control an NPC. Every player should use common sense in all circumstances, but should always lean toward controlling only his own character, whenever in doubt, rather than mistakenly controlling someone else's character, which can cause misunderstandings and arguments. Large groups of unnamed NPCs such as a gang of thugs are not seen to be protected NPCs.

1.08 -- CHARACTER BALANCE: As with any power in any RPG, be it magic, psionic, or superpower, or high skill in a real world ability there is always potential for power abuse. So we expect your character to show a sensible balance of strengths and weaknesses. A character like Superman for example, is unbalanced: He has a wide range of versatile powers, including invulnerability, super-strength, flight and speed. And his weakness is a radiated rock from the other side of the universe... hardly fair. Generally you should work with a limit of only one or two powers, anymore and you'll have to think long and hard about a severe weakness. If you think your character doesn't fit this definition, then discuss it with a moderator, and we'll make a plan.

1.09 -- EQUIPMENT: Due to the increased activity of super villains, weaponry is increasingly difficult to own, and as such, players may NOT own a large arsenal of military grade weapons without very good reason. Owning military tanks and helicopters is strictly forbidden, and any one character may not have access to a large armory or a platoon trained to military standards. Generally, the amount of weapons you own will be dependent on your status and your power - if you're an ex-Green Beret, for example, you're likely to have more contacts than an average tourist. Such perks should be included in your application form, and will be judged along with your other super powers in terms of balance. In any case, if you do not mention your contacts in your character biography, then you cannot assume to have command of a large amount of weaponry, and should contact a moderator if you feel you have reason to gain some. Anyone found breaking these rules will be swiftly dealt with, either OOC by the moderators, or IC ... In Character -- by a full-fledged ATF raid. It is forbidden to own a personal teleportation device or have the powers of teleportation, technological or magical, in the world of Prodigy: City Of Supers. Characters must find their own way around the city. A fixed teleportation device can be used to start or end a storyline, if you get a moderator's permission, but please use common sense when using them. Generally, you should avoid teleportation altogether.

1.10 -- CHARACTER PROFILES: All characters are required to keep their full profiles posted. It is STRICTLY forbidden to add new powers or sections to your character without permission. Any alterations to Strengths or Weaknesses must be reviewed and approved by the moderator beforehand (email such requests HERE). The profiles are well moderated, and any unapproved alterations could see your suspension from the game. All players are required to have a working, regularly-checked email in their player profile (this can be an anonymous email account). Every player should periodically update the 'Background/History' section of his character's profile after significant events increase the character's development and history.

Sushi's Superpowers Guide

1.11 Super Powers

All players must clearly define the powers their characters are capable of using. Adding numerical values to signify the extent of the power is not necessary, since Prodigy: City Of Supers is a strictly stat-free game, but approximate ranges are very welcome. A character may not use superpowers not displayed on his character sheet, and powers may only be added after moderator consent (see 1.10). Anything that greatly increases a character's possibilities over those of a normal human must be specified as a superpower, although it may not be "super" in nature; this includes gear such as robots and fighting vehicles. In turn, such non-super powers also necessitate appropriate weaknesses.

It is generally frowned upon greatly inflating non-super skills to near super levels. A normal human cannot dodge bullets, does not generally survive being hit by a truck, and cannot jump off a roof without expecting injury. A certain level of "movie realism" is allowed and encouraged, but keep it balanced with the strengths other people have as powers. If someone has a superpower that you don't have, expect your character to be considerably weaker in that area.

1.11A) Types Of Superpowers

Prodigy: City Of Supers differentiates between two main types of powers: physical powers and magical powers.

Physical powers are made up of everything that occurs in the real world, and may occur in a future real world: super strength through immense muscles, flight through proper use of avionics or anti-gravity technology, energy-based attacks like laser rays or super kinetic projectiles. These powers are caused by a physical phenomenon and have purely physical effects. They need to be balanced against energy requirements and general realism, and some explanations should be offered as to what causes them. Sci-fi tech is allowed to a certain extent, but even sci-fi tech cannot overcome the basic natural laws. For example, you cannot propel a jet-plane without appropriate fuel, you cannot convert less matter into more matter or create substances with grossly contradictory properties, e.g., a rock hard rigid surface which is at the same time movable at will without losing hardness. Mutation-based powers can be physical powers if the player offers a reasonable explanation of how they work. A mutation that causes telekinesis, for instance, would necessitate the player thinking about how the character can then manipulate distant objects. It is assumed that the physical world cannot interact with the purely magical world, but can interact with physical effects of magic. To detect physical powers, their effects or causes must be specifically detected.

Magical powers are any powers that defy reality altogether. A magical power needs no restrictions concerning realism, energy constraints, or even logic. Only the game-balance is to be considered; other than that, magical powers are assumed simply to work as stated. It becomes clear here that magical powers tend to offer greater versatility. Magical powers can only be directly circumvented or stopped by magical means. Magical powers can have physical effects, which are to be treated appropriately. A projectile magically accelerated but then released of its magical hold will behave like a projectile should, or a laser beam caused by a magical power should behave like a normal laser beam. A magical barrier that stops any objects from passing through will interact with any physical objects, but unless otherwise stated, only physical objects.

Physical effects of magical powers can be defended against by appropriate means, both magical and physical. Magical powers cannot be directly detected by physical means, unless looking for the physical effect(s) of the magical power.

1.11B) Categories For Superpowers, And What To Do When Powers Come Into Conflict With Each Other.

Superpowers in Prodigy: City Of Supers come in three extents, depending on how a character is set up.

Major Powers: The strongest powers in the game are called main or major powers. These can be taken by characters that want one very powerful ability that beats other similar abilities of other characters. Characters may have only one major power and may then take only minor powers to complement the character. Major powers need major weaknesses. Examples for major powers: Ability to reach significant fractions of light speed, the ability to push a mountain or cause an earthquake. An ability that should by definition overcome all other abilities of the same type must be a major power.

Medium Powers: The normal way of setting up a character would be using medium powers. A character can technically possess an unlimited number of medium superpowers, but of course these must be balanced by appropriate weaknesses. Also, it is suggested that a specialist with only two or three medium powers will be able to use these a little better than a character that can do a bit of everything. For instance, a character that is super fast and super strong will be just a bit faster and stronger than a character that is super fast, super strong, super resilient and can use three different kinds of other magic abilities.

Minor Powers: The weakest powers in the game are minor powers. These powers lose to all other major or medium powers in a direct contest or comparison. They are, however, definitely superhuman in nature, to the extent that no normal human should be able to overcome them directly without a lot of creativity. They require only minor weaknesses, and are often already balanced by a character's main weakness(es). Technically a character can also possess an unlimited number of minor powers, although restraint is recommended, as always.

Powers are categorized at character creation by the player, but are subject to the moderators' judgment. The moderator might feel that a power is too extensive for a medium power and might require it to be made into a major power, hence weakening other powers. Judging the extent of a power is of course a tricky thing, and rebalancing might be required in-game should the moderator not be able to foresee the entire scope of a power. Also, a minor power may be, by negligence or simply by lack of knowledge, defined as stronger than a medium power of another character; in this case, the medium power should still win, and one or the other should be adapted in its capabilities, with the final decision being up to a moderator.

Examples for the above cases: For a character to move at near light-speed requires a major power. He can then add secondary minor powers, such as slightly superior strength, slightly enhanced resilience. A character that is both strong and fast should be set up with medium powers, and balanced with weaknesses accordingly.

When a minor power defense meets a major power offense, the defense loses by default. A super-speed attack from a major power will beat all super-speed defenses from medium or minor powers, and especially any non-super defenses, unless creativity is used to overcome that advantage. Of course, in the interest of good-natured cooperative play, it is suggested to leave the victim a way out, and also allow a partial defense. After all, a player cannot demand that another character succumb to his powers. Cooperative play will always get much further than uncompromising power playing.

A weaker power may sometimes have greater chance of success than a strong power, because no one likes their characters knocked out or killed without a chance of defense!

A psionic attack against a player with mental shielding will be judged in the same way, by the category of the attacking and defending power, and also by the number of other powers a character possesses. If the psionic character possesses two normal powers, but the defender five normal powers, then it is assumed that the attacker achieves a partial success.

Partial success is a very important concept for all power vs. power conflicts. Partial success for both sides does not mean the defender gets off scot-free; it means the attack has partially succeeded in doing his damage, and the defender partially in stopping the attack.

Partial success can occur in different ways, either in a strict attack vs. defense situation, or in a contest situation. In a contest of powers, the result should quite often be a stalemate. Creative gameplay and storytelling may encourage another player to concede the win in certain situations, but there is no way to enforce a win in any contest of superpowers.

However, players are encouraged to concede victory to characters with stronger powers, in order to promote a plausible and immersive game world.

Note on non-super skills: PERFECT skill abilities are not considered humanly possible. An unerring marksman, a perfect martial artist, ... they are at least secondary powers, and must be balanced accordingly.

1.11C) Powers On The Fringe Of Legality

Any powers that automatically assume success against another player are not by nature allowed under the rules of Prodigy: City Of Supers. However, they might be allowed under the condition that the player be aware that it is up to another player's agreement to make them work.

These powers include area effects like fields where certain things are not possible.

In addition, there might be powers that require the target player to significantly change the way his character is played. These include mainly mental manipulation or control powers. Another player cannot be expected to be able to play his character in the way the creator of the power imagined; hence, others' inability to comply with the power is a calculated risk of anyone using such a power. Mind control does not grant control over another character.

Guideline for all power and character interactions: Use, and allow use of, common sense as well as a certain degree a magnanimity for the other players' ideas. As long as you are having fun, be generous. We're all imperfect beings, and we're all here to have fun.

1.11D) Deviating From The Power Rules

A moderator might decide to allow characters that deviate from the rules, based on different reasons. It should be made public what these reasons are, and what purpose they serve. Exceptions should only be granted to trusted players.

1.12 Super Weaknesses

In Prodigy: City Of Supers, we differentiate between two categories of super-weaknesses: those entirely within player control, and those that can be triggered by another player against the first player's will. Weaknesses within player control will generally be judged as weaker than those outside of player control. A major power should require a weakness that is (at least mostly) outside of player control.

It is considered bad form to create weaknesses that result in instant death of the character, since those weaknesses are not likely to be used at all.

Using another character's weaknesses against him is risky. Everybody should remember that all participants of a storyline are having fun. When a player constantly has his main weaknesses used against him, that can be a frustrating experience. It should be considered good form to use another character's weaknesses against him only should your own character be under dire threat.

The Game World

2.01 -- REALITY FACTORS: Characters must respond believably and act reasonably within the game's physical environment. For Example: If I travel through a volcano, I will feel the heat and begin to sweat. Likewise, being stabbed through the chest requires a measure of pain or even death. If it's raining you get wet, and if you're fighting in the middle of the streets, expect a police response. Sometimes you may need to take note of where a storyline is happening before beginning to interact with it. If there's a fight going on in the street, it's realistic for pretty much anybody to come across it. If the fight is going on in a penthouse of a luxury apartment, and your character is a bum, it's not realistic for them to become involved. Similarly, your cannot blink into existence in the middle of a bunker 200 feet underground just because something fun is happening there.

2.02 -- GAME SETTING: Prodigy: City Of Supers is set in a city of present-day America. Your character might have super advanced technology, or magic, as might the odd secretive corporation or the Police, but such things aren't available on every street corner. There is, however, a far higher than average concentration of "Supers" in Megatropolis than elsewhere.

Exception: The attacks of 9/11 did not succeed; all four hijackings were foiled by supers. Due to the attacks,although they failed, the War On Terror began and the invasions of Iraq and Afghanistan ensued.

2.03 -- TIME: There is no standard temporal continuum in Prodigy: City Of Supers, so players can gauge the passing of time at their own discretion. However, if a player finds himself or herself in an area, surrounded by numerous other players, it is advisable to make sure that everyone in the immediate area is in agreement on any change in time, since some players may be planning activities for a certain time period that you might deem irrelevant, and therefore post as having already passed. In one part of the city, a gang-war might be raging for ten or twelve posts, and still be the same day, whereas other characters might be going through several entire days in that number of posts. Don't worry though; it's not as confusing as it sounds. It is possible for you to walk through an area before or after ongoing events. In that situation you should note at the start of your post that you are travelling at a different time period, so other people do not react to your character, as you would ignore them.

2.04 -- WEATHER: Moderators control major weather events. You may not post game-wide destructive events such as a Tidal Wave or Flood because other storylines cannot be required to react to such events in your own scene. You may however post minor weather events such as light showers, overcast days, fog etc. If a major weather event is in progress you are expected to react accordingly. Any Major weather events will be announced on the Public notice board and may also be listed in that Month's Globe, along with a general weather forecast.

2.05 -- LAW ENFORCEMENT: The police of the city are not incompetent, they will respond to public acts of villainy ... and regular law breaking -- with a speedy response. You are permitted ... and expected -- to NPC the police force. These are the cities finest and with super-villains a fact of life they are trained and increasingly, equipped, accordingly, please NPC them accurately. You may defeat a handful or more, but eventually you will be caught or shot in the process.

Superheroes – You are not above the law. The Megatropolis police tolerate Superheroes as along as they obey the law. While it would tedious to go into the technicalities of the Megatropolis Law system, suffice to say all their rules are pretty much the same as our Real World rules. That means no murder, no stealing and no trespassing – there are rarely seen as Heroic anyway. Beating people up is also frowned upon. If your character kills a Villain or anyone else, expect repercussions ... unless of course there was some special circumstance in place, i.e.: he "fell" or Self-Defense -- .

Super Villains - Break the law, spread discord, deface national landmarks. It's your job! But again, expect repercussions.

2.06 -- MAGIC: ... or Magick -- exists in the world of Prodigy: City Of Supers and has obvious restrictions on power level ... you cant blow up the planet with a thought. Magic in Prodigy: City Of Supers is treated the same as any other super power/weakness or High Technology – It must be limited, and balanced but otherwise a fire-spell is as likely to work correctly as a hero's Heat vision is to light a fire.

Terms Of Use

1.04 -- ETIQUETTE: We don't need a NC17 rating on this game, so Explicit/graphic sex and violence are not allowed. The game automatically censors most cusswords, but try not to use them anyway and don't use alternate character variations of cusswords. If you keep whatever you're doing tasteful, then nobody has to ruin your fun.

3.01 -- OOC POSTS: You may only use the OOC boards if you are an active player in-game. (This is meant to help focus energies on roleplaying your character rather than letting non-game commentary spiral into a preoccupation.)