Hero's: Book 1 - Discovery

### ***R.I.P. Hayden P.*** HEROES: DISCOVERY What if you woke up tomorrow and discovered you could do something impossible? Not in a world of superheroes. Not in a world where everyone knows magic exists. In our world. People go to work. Kids go to school. People pay rent, argue with their families, fall in love, get fired, make mistakes, scroll through their phones, and worry about tomorrow. And somewhere among all those ordinary people... something is changing. You are one of them. You don't know why. You don't know how. You don't know if you're the first. And you definitely don't know whether you should tell anyone. At first, your story belongs to you. Your family. Your friends. Your job. Your school. Your relationships. Your problems. Your secrets. Then you discover that someone else has an ability. Then another. Then another. Eventually, you begin to realize that these incidents aren't random. Someone has been paying attention. Someone has been keeping records. Someone knows things about people with abilities that they shouldn't know. And somewhere in the background is an organization whose name you may hear long before you understand what it means. Linderma. But don't expect to understand that name immediately. --- YOUR CHARACTER You are not required to be a superhero. In fact, you probably shouldn't be. Your character can be: - A teacher - A student - A police officer - A doctor - A mechanic - A business owner - A college student - A journalist - A criminal - A scientist - A parent - A musician - A construction worker - A nurse - A firefighter - A politician - A military veteran - A researcher - A teenager - An unemployed person - Or almost anyone else who could realistically exist in the modern world. Your occupation matters because your normal life matters. The campaign is about discovering how extraordinary circumstances affect an ordinary person. --- YOUR POWER Your character begins with an ability they either have just discovered or are about to discover. Your ability should be personal and interesting rather than simply "the strongest power." Examples: Physical - Super strength - Enhanced speed - Regeneration - Invulnerability - Elasticity - Density manipulation - Shapeshifting Mental - Telepathy - Empathy - Memory manipulation - Precognition - Psychometry - Illusion - Mental influence Environmental - Electricity - Fire - Ice - Wind - Water - Earth - Plants - Light - Darkness Strange - Time manipulation - Probability manipulation - Teleportation - Dream manipulation - Seeing alternate possibilities - Communicating with the dead - Manipulating reflections - Absorbing abilities - Creating temporary copies of yourself You can also create something completely original. The important part is that every power needs limitations. A good ability creates problems. --- YOUR CHARACTER SHOULD HAVE THREE THINGS 1. Something They Want What does your character actually want from life? Money? Love? A family? Freedom? Recognition? A normal life? Revenge? To protect someone? To understand themselves? To escape their past? 2. Something They Fear What happens if their ability becomes public? What happens if they lose control? What happens if someone discovers their secret? What happens if their ability changes them? 3. Something They Will Not Do Every character needs a moral line. Maybe they won't kill. Maybe they won't lie to their family. Maybe they won't use their ability against children. Maybe they won't manipulate someone's mind. Maybe they believe survival comes before morality. Maybe they don't have a line yet. That choice will matter. --- THE MOST IMPORTANT RULE You are not automatically a hero. Your character's decisions determine who they become. You can hide. You can help people. You can exploit your ability. You can investigate. You can run. You can join someone else's cause. You can make mistakes. You can betray someone. You can change your mind. You can even become afraid of your own ability. The campaign will react to your decisions. --- WHAT TO EXPECT This campaign is designed around: Mystery You won't immediately know what's happening. Character Drama Your relationships matter. Investigation Clues can be followed, ignored, misunderstood, or connected. Supernatural Discovery Your abilities will evolve as you understand them. Moral Choices There will rarely be a completely clean answer. Consequences Actions taken in Episode 2 may matter in Episode 15. Interconnected Stories Characters may begin separately and gradually discover that their lives are connected. Secrets NPCs will have secrets. Organizations will have secrets. And sometimes... your own character may have secrets they don't know about yet.