This page is for important game rules and additional information that's too long for the game description on the homepage.
1. Game Premise & Setting
•Setting: America under Homelander’s regime. Martial law is in effect, Vought has expanded its control, and anti-Supe sentiment is at an all-time high.
•Conflict: The world is at a tipping point. With Neuman dead and the virus in play, two major factions vie for dominance:
•Homelander’s America First State (AFS): Led by Homelander and Sister Sage, it’s a totalitarian government using Supes as enforcers.
•The Underground Resistance: A scattered, barely-cohesive movement that includes what’s left of The Boys, former government loyalists, rogue Supes, and black-market scientists racing to perfect the Supe-killing virus.
2. Custom & Canon Characters:
•Players can take over canon characters (e.g., Starlight, Hughie, MM, Frenchie, Homelander, Black Noir II, Sister Sage).
•Original characters are encouraged, especially new Supes with unique abilities or resistance leaders.
Character Options
Playable Factions:
•The Boys (and their allies): Trying to finish what Butcher started, but fractured and desperate.
•AFS Loyalists: Supes and enforcers loyal to Homelander’s rule, including military officials and Vought executives.
•Vought Agents & Scientists: Playing both sides, developing new compounds, or profiting from chaos.
•Rogue Supes: Either hunted by AFS or working to survive in a world that now fears them more than ever.
•Civilians & Rebels: Politicians, journalists, or resistance fighters struggling to expose the truth.
3. Narrative Structure & Game Progression
Since play-by-post games require ongoing engagement, we need clear gameplay arcs that guide the story without railroading.
Act 1: Establishing the War
•Players start in different locations across the country, experiencing life under Homelander’s rule.
•The Boys are trying to regroup while key resistance members seek allies.
•Vought is dealing with internal betrayals and the risk of the virus leaking.
•Rogue Supes are either hunted or forced to pick a side.
Act 2: The Virus & The Countermeasure
•A major arc centers on Butcher’s stolen Supe-killing virus and the search for a cure.
•Vought’s top scientists secretly work on a counter-serum to prevent all Supes from being eradicated.
•Players can infiltrate, steal, or manipulate this research.
Act 3: The Fall or Rise of Homelander
•Tension builds as Homelander’s grip on America is either solidified or starts to fracture.
•Key betrayals, high-profile assassinations, and game-changing events occur.
•The ultimate goal is a final war between Supes and the resistance, with the outcome dictated by player actions.
4. Gameplay Mechanics
To keep things fair and structured:
Turn-Based & Consequence-Driven Gameplay
•Major events (e.g., battles, betrayals, discoveries) happen based on collective storytelling and GM intervention.
•Key fights are resolved through offline dice rolls or moderator arbitration (to avoid god-modding).
Power Scaling & Limitations
•Supes must have weaknesses to keep things balanced.
•NPCs (like Homelander) can be controlled by GMs or as story drivers rather than just player characters.
Inter-Faction Politics & Player-Driven Conflict
•A mix of espionage, betrayal, and strategic alliances rather than just brute force fights.
•Players should be able to leak information, double-cross factions, or turncoat if it fits the narrative.
5. Player Roles & Engagement
To maintain activity and avoid stagnation:
•Missions are posted regularly by the GM to keep the world evolving.
•Players must respond within a timeframe or their actions become automated.
•Reward system: Players earn influence, gear, or allies through contributions to major story events.
6. Long-Term Possibilities
The game could evolve dynamically depending on player choices:
•Rebellion succeeds: Homelander is killed, but does another Supe take over?
•Homelander wins: The Boys are dead, and the world is a dystopia.
•Virus is released: All Supes face extinction, but at what cost?