The Fireplace Alliance
For all the Fireplace regulars who would like to talk to each other and anything else.
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Yes, the project is back and better than ever. Okay, it's exactly the same, but hopefully this time it won't fade into obscurity. We want as many people as possible included in this, so we're here to try and recruit some more players/writers. I'll just copy and paste the intro and rules, then link to our forum:

Welcome to The Progeny, a huge collaborative project designed to create a complex story of epic win. Here, as participants, you will weave an intricate tale alongside others with characters of your own fashion--superheroes and villains who will be strung together in a mesh of extraordinary circumstances.

--Intro by Dimi

In layman’s terms, you create your own character to submit into the game’s universe. Think of the game as a comic book company, and all of the players as writers for the company. We all submit characters, and working together, map out complex story arcs and crossovers that affect our characters and the world they inhabit. With everyone’s participation, we can create a great story that, as Dimi put it, is full of epic win.

The Rules are as Follows:

Selecting Family Members

One of the original parts of the game was the ability to pick and choose your family. For this, you are allowed to take characters from comics, cartoons, animes, mangas, and other sources and place them in the game universe.

However, this occurs under very special conditions: Characters you choose are not magically lifted from their normal lives and placed in the game. They are born and raised in the game’s universe, and will have no connection to their canon roles.

Characters unavailable for use include: Scorpion, Lilika, Kim Possible, Snake Eyes, Revy, Shego, Sherlock Holmes, Agent Paper, Anko, Sesshomaru, Raven, Iron Man, Zelda, Deathstroke, Wuya, Zuko, and Danny Fenton.

Powered Characters vs. Non-Powered Characters

Now that you have your family chosen, you can select the weapons and powers your character possesses. Characters will be limited to a “rule of two.” That is, they can either have two powers (superhuman), one power and one weapon (superhuman), or two weapons (ordinary human).

In order to help level the playing field, we have given ordinary humans various bonuses. If you select weapons instead of powers, they become your “primary weapons.” You will be permitted to carry an assortment of pistols, knives, grenades, and other military-grade weapons in addition to them—for this reason, we suggest that you choose weapons that pack a good punch instead of a generic assault rifle. (Superhumans do not get any additional powers aside from the ones they choose).

In addition, non-powered characters will be able to wear a suit of armor. It can either be original or taken from another fandom, but they cannot be used to get past the two weapon limit. For example, choosing two weapons, and then choosing Iron Man’s armor, with its arsenal of rockets, flamethrowers, machine guns, and bombs is not accepted. If you choose Iron Man’s armor, it will have to be stripped of weapons, leaving only the bullet-proof shell and the flight capabilities.

Lastly, non-powered characters will also be able to have a vehicle. Like armor, it can be either original or taken from another fandom. Vehicles are allowed to be armored and have weapons, though there is a cap on how powerful they can be. Vehicles cannot be any bigger than a small building, and should not be able to take on and destroy more than a few enemy tanks at a time. If you have a vehicle that’s cutting paths through infantry, tanks, and fighter jets without taking a scratch, it’s overpowered. (For example, mechs of the Gundam variety would be considered overpowered.)

Powers and weapons have important limitations. You cannot give your character what amounts to omnipotence (Fairy godparent wand as a weapon, for example), nor can you make them completely invulnerable. There are way too many possibilities than can be covered, so the bottom line: No God Mode. We know it when we see it, and overpowered characters will be rejected.

Government Agent vs. Vigilante

After deciding what weapons or powers your character will possess, you then go on to choose between a life of vigilantism (or being an outright criminal) or serving as a government agent. Like the previous decision, both options have their strengths and weaknesses, and we’ve made an effort to keep it all balanced.

If you choose to work as a government agent, your character will become a special agent of the country of your choosing, being given a license to kill, working to quell domestic problems such as revolt and terrorism, and serving your country abroad on important missions such as infiltration and assassination. Your character will be under the command of a superior, and will be limited to traveling where ordered (You still basically have free roaming abilities, but for the purposes of the story you have to attribute your travels to given orders).

The government will provide you with everything you need, from shelter to transportation. If you get stuck in a situation where you are in over your head, you can call for military reinforcements to rescue you. Sidekicks in this mode are issued to you by the government (You still get to choose who you want, but the origin behind it is that you were teamed up by your country).

If you choose to be a vigilante, then your line of work is far more dangerous. Vigilantes are outlawed, mistrusted, and hunted by world governments. Taking justice into their own hands, they have no restraints and don’t have to worry about representing their country or the consequences of breaking any international laws. Since the only other alternative is living as a vagrant, vigilantes will need a secluded hideout to serve as their headquarters, where they can take shelter and avoid detection (and store their vehicle if they’re a non-powered character).

Vigilantes are free to travel wherever they want whenever they want, but their status as outlaws hardly makes for a convenient journey. Also, if your character runs into a problem they can’t handle, no one will be coming to their rescue. Sidekicks can have any story behind them, as long as they’re plausible. Alter-egos are not allowed (i.e. Bruce Wayne). Vigilantism is a 24-hour job.

Instead of being a crusader for justice, you can just be a criminal, in which case you still have all the limitations of a vigilante.


A sidekick is optional, and you are allowed to take characters from other fandoms to have as your sidekick. However, just as with all other characters taken from other universes, they were not magically lifted from their own show and dropped into a new role; they were born and raised in the game’s universe, and thus their personality, areas of expertise, and fighting skills may be different.

The most important rule to follow is that your sidekick cannot be more powerful than your primary character, and has to overall be less competent at the hero business. (i.e. no Superman)


Unlike your sidekick and family members, your archenemy has to be original. They can either be a dangerous outlaw or a hostile government agent. The most important rule concerning your archenemy is that they need to have the ability to defeat your character in a fight, or at least have a very good chance at doing so. Basically, don’t have a punching bag for an enemy.

For now we want people to focus on creating deep, complex characters, so you are only allowed to create one enemy for your character. As time goes on and the game progresses, we may allow you to create more.

We also respectfully suggest that your archenemy should not have the goal of “world domination” or “inciting global chaos,” as this is vague, uninteresting, and incredibly over-used.


The world is filled with both fantastic technology and powerful magic, and a fragile peace reigns as the nations of the Earth are locked in a deadly race for military supremacy. North America is dominated by the stubbornly isolationist United States, and the empires of Europe edge closer to war every day. With governments frantically grabbing for people who can harness magic or develop a newer, deadlier technological terror, the world is an example of militarism gone mad. The time is ripe for heroes and outlaws, rebels and revolutionaries, military commanders and patriots to lead their nations to victory.

With the Balkans writhing from the effects of terrorism of fanatical nationalists, colonized Africa a haven for pirates and mercenaries, Europe split into powerful alliances on the brink of open war, Latin America simmering in revolt, and China forming a powerful alliance with the Empire of Japan in the East, war can come at any time, and in the place least expected.

(Basically, with the exception of the Chinese-Japanese alliance, the world is exactly the same as it was shortly before the First World War.)


Fictional characters taken from other fandoms to be your family or sidekick can only be used once. For example, if two different people decide to include Azula in their cast of family members or as a sidekick, the person who submitted their character first gets to use her.

Fictional organizations (i.e. Cobra Command) and countries (i.e. Latveria) cannot be brought into the game’s universe. If you really want to do it, then you'll have to get approval from the project mods, but don’t expect that we’ll give you the go-ahead automatically. The only exception to this rule so far is the existence of Stark Industries.

Human travel is limited to our solar system, with small colonies established on the Moon and Mars. Miners travel to the far reaches of our solar system in search of precious ore to bring back to Earth, but these expeditions are very expensive and therefore do not happen all the time. There are no known aliens.

The only race that characters can be is human. No elves, dwarves, or other fictional races are allowed. Choosing a family member or sidekick that is of a fictional species means that they will have to be changed to human. However, they can retain their special powers or characteristics either by attributing it to genetic mutation or the effects of magic.

No years will be mentioned in this project. It is deliberately meant to be ambiguous, due to the combination of early 20th century politics, highly advanced technology, and magic. Time will simply be recorded starting from the game’s beginning—Year One.

Related to the above note, it should be taken into account that the term “Nazi” will have no meaning in the game since world war has not broken out and the German Empire has not suffered any defeat. Also, Communism is not yet a significant political ideology, since the Russian Revolution has not occurred, the tsar still retaining firm control over the Russian Empire.

Special Note:

Me, Pirate, Dimi, and Mo also serve as the project’s moderators. We are the ones who decide if a character is unacceptable, and are also here to help you guys understand how this game works. If there’s anything about the rules that confused you, or if there’s something they did not make clear, ask any of us and we’ll help you out.

This thread is a good place to ask any questions, or post character ideas you have. Once you go to the actual Progeny forum, to submit a character you create a new thread for them.

Project HQ:

8/28/2009 #1

So, I have an idea, but I'm trying to make this character less Mary-Sue-ish.

I'll have the tenative profile up later.

But anyways.

Can our character have little to no family background? Well... my character has no family from an existing universe, and the family she had was erm...not so there for her.

8/29/2009 #2

Can I have a human character that fights using a familiar, or does the familiar go into non-human territory?

8/30/2009 #3

Can our character have little to no family background? Well... my character has no family from an existing universe, and the family she had was erm...not so there for her.

Picking and choosing your family members is an option you can ignore. If you do something that doesn't work with the game, we'll tell you.

Can I have a human character that fights using a familiar, or does the familiar go into non-human territory?

A familiar is a ghost or something that fights for you, isn't it? It'd have to have originally been a human and turned into a familiar through magic or science or something.

8/30/2009 #4
The Pirate on Wheels

A familiar is a ghost or something that fights for you, isn't it? It'd have to have originally been a human and turned into a familiar through magic or science or something.

Couldn't it count as his partner and weapon/superpower?

8/31/2009 #5
Oracle Five

Is there any method to recover a bio already completed for this back when it was on the Fireplace? Just wondering before I go to the effort of making a fresh one. ~_~

9/22/2009 #6

No; I highly doubt that.

9/30/2009 #7
Oracle Five

Just checking. ~_~

10/4/2009 #8
The Pirate on Wheels

I'm sorry, everyone lost their stuff they had left posted.

12/15/2009 #9
Jazz E. Roisin

Can we join this at any time? It's rather interesting...

Oh and can a character be in both categories.... For example: an ex-government agent turned vigilante?

1/3/2010 #10
The Pirate on Wheels

Sure, but they can't be both at the same time. If you're vigilante, you've got all the pros and cons of being one. Maybe less, since a lot of other vigilante's might not trust someone who was government.

1/20/2010 #11
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