Capes

As Fieri said, Capes was run at TerpCon this Spring. Everyone who played it enjoyed it. I didn't hear a single complaint.
 

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More ad copy that caught my interest (from the about page):
Superhero stories are made of both thrilling victory and devastating failure. Capes rewards you for telling both sides of such stories: Defeat of the character isn't a defeat for the player. It is a different kind of victory, and sometimes the most valuable kind. It gives you more ability to control the story as it moves forward.

Because players are engineering their own defeats, and creating challenges for each other, Capes needs no Game Master. The job that the GM usually does is done, instead, by the players as they use the system. When you play Capes you will be playing everything, from your hero to the villains, to the love interest trapped under a falling building. You'll be involved in every scene, no matter how far out of the action your favorite character has drifted. And the story that emerges will not be the brainchild of any one player, but rather a fusion of the ideas of everyone at the table.​
 


Powers and Persona

I really liked the character generation portion, where you choose a cluster of powers and a persona, merge them, then cross out three. It really caught my eye.
 

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Crothian said:
That is a cool and fast way of character generation.
Definitely, but I really, really liked the way the persona shared equal footing with powers. I don't even know what "You know you want to" does, but I'm immediately intrigued.
 

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