“There are three ways to go when you discover you are endowed with strange powers compared to your fellow humans. You can try to ignore it, turn to a life of crime, or decide that you will use your powers to protect those in trouble. The third way is by no means a simple choice.”
What you have here is a small figure count, miniature agnostic tabletop wargame, revolving around a set of Story Arcs. Each consists of 15 games that revolve around a specific story of steadily more challenging battles, hopefully with your characters also gaining experience to help them through it. The whole thing becomes a narrative that differs from Arc to Arc, enabling you to play it multiple times without being the same, and with new Arcs being added in regular updates.
Imagine a world where a small percentage of the population have started to develop extraordinary powers. There is no single cause, but it does seem to be on the rise. In such a world the rest of the population might well view such individuals with distrust, never sure what they might use those powers for.
Now think about a few of these individuals who feel like they ought to be doing something “useful” with their new found abilities, but know they are not powerful to the point where they can take on all comers on their own. They see the dangers around them and are determined to help those unable to defend themselves, but know they can’t do it alone so some of them get together and start to patrol their local neighborhood, they protect the innocent bystanders while they deal with the troublemakers, even when it starts to feel like maybe they are getting out of their depth. These are their stories.
While there are many games that can be played solo, these have been specifically designed to be played that way. You completely control your team, but the adversaries and bystanders start as randomly moving markers until you spot them and then their reactions are driven by rolls of the dice.
