"Like a Saturday Morning Cartoon that airs on HBO."Currently in its seventh year of operation (est. October 2007), Freedom City Play-By-Post is the largest and most active Mutants & Masterminds play-by-post setting on the Internet. Taking place in M&M's default Freedom City setting in the present day, the game has become a massive shared universe, involving dozens of active players and over a hundred Player Characters. Most of the staff are fans of both superhero comics and TV Tropes, which means they expect characters to draw from the common tropes and themes of comic books.That said, the staff has little patience for Trolls or Mary Sues, and they prefer to avoid certain problematic tropes. Please do not submit bloodthirsty Iron Age vigilantes, or female characters wearing Stripperific costumes with Rape as Backstory. Player Characters should falls somewhere between Silver Age, Bronze Age, and Modern Age in feel, basically the Good Guys, and their concepts should pass tests like "Would people buy a comic book about this character?" and "Why would anyone talk to this character?" If your character would fit as a recurring character in a DCAU series, then they'll probably fit in here.Many of the tropes in the game can be found on the pages for the Mutants & Masterminds game, or the Freedom City setting for that game. This page is intended for tropes unique to FCPBP and its active characters. Tropes and entries for inactive characters are subject to deletion without notice.
Anthology Comic: What the site would be, if it were an actual comic imprint. The Moderators encourage players to run their characters as if they were the protagonists of a monthly superhero comic book. One of the first questions in the auditing process for a new PC is "Why would someone buy a comic about them?"
Badass Normal: FCPBP has surprisingly few of these active at any one time. Arrowhawk has been the most enduring so far.
Bat-Family Crossover: The most common type of crossover story arc at FCPBP, given the sheer size of the site, and how difficult it is to run a major story arc with dozens and dozens of players contributing.
Comic Book Time: Played straight for the individual stories as a matter of necessity, given the play-by-post format, but averted for the overall Shared Universe timeline, which moves forward in real time.
Comic Book Tropes: In a game inspired by comic books, these are not only common, but encouraged.
The "Halloween Special," where the fight between Hades and Baron Samedi spilled over into massive waves of undead and cultists flocking to Freedom City.
"ArchEvil" had Doctor Archeville's Super-Powered Evil Side finally take over and unleash a number of magical and scientific monstrosities in the name of "reshaping" the world.
Then there was the time the Gorgon showed up in orbit, threatening to encase the Earth in gray goo due to the taint of the Terminus.
The "Hot Zone," where the city came under quarantine after a villain released an airborne mutagen that resulted in most of the city developing superpowers... control not guaranteed.
The Day of Wrath, where Curator (the setting's BrainiacExpy) androids turned out to have replaced several heroes and caused brief chaos throughout the city with the help of the Foundry's robots, followed by the rescue of those replaced.
Fifth Week Event: Several times a year, the Moderators announce "Vignettes" - short stories about a certain topic or in a certain style. Players can write the Vignettes about their characters for extra power points.
Fire-Forged Friends: Many PCs bond this way, in times of danger and havoc, leading to deep appreciations of each other.
GMPC: Technically, Any PC has the potential to become this for any given story thread. Players are allowed to GM their own threads, so the lines between "Player" and "GM" blur at FCPBP. The overall atmosphere of the game is less "competitive" and more "cooperative." However, the Moderators have the final authority over any use of, or change to, any characters or locations from the canon setting.
House Rules: FCPBPhas them. They are constantly evolving. The Moderators are generally reasonable people, receptive to player input and willing to change.
Not Wearing Tights: The Moderators specifically want to avoid this trope. This is a game about superheroes, not people-with-powers. If you don't want to play a superhero, then don't try to join this game.
Play Every Day: This certainly isn't required, but it does help. Hitting 100 IC posts, which will gain a character the maximum power points for the month, and get the player into the 100 Club, would require an average of 3-4 posts per day. Such a posting rate would also allow the player to start earning Veteran Rewards in 6 months. But, again, players are by no means required to keep up such an insane posting rate to play at FCPBP, and most of them don't.
Retcon: Usually averted. Once a character is submitted and approved, they are a part of the FCPBP canon from that day forward.
There has been one situation where a very active and well-liked player wanted to play a Legacy Character whose Super Hero Origin story would have been incompatible with a previous player of said legacy. Since that previous player wasn't active anymore, and had hardly played the character at all, the Moderators decided to Retcon the previous character out of existence.
Ridiculously Cute Critter: Several of the players at FCPBP are real-life parents who gladly share pictures of their adorable offspring.
Shout-Out: Chris Kenzie (Geckoman) and Liz Lawlett (Spellbound) are deliberate references to another character whose mythos loves Alliterative Names. (Pay attention to the initials...) His origin story also involves a rocket crashing into a field, and he wears a large yellow letter on his costume.
The Interceptors (New Warriors, Outsiders): This team has suffered several complete overhauls of its roster, with Jack of All Blades being the only constant member and the only remaining founder.
The Knights of Freedom (Outsiders): In-character, The Knights were intended to be this sort of group - a "grey ops" team, less concerned with public relations than the Freedom League, and dealing with cases beneath their notice. Out-of-character, they were an excuse for a group of players who liked each other in Real Life to play together. Unfortunately, while the team was a very effective investigative and fighting force, it was also a volatile mix of Capes and Cowls that eventually collapsed under the weight of their own differences. However, the former members still come to each other's aid without hesitation.
The Liberty League (Justice Society, The Invaders)): A mix of the heirs to Golden Age legacies and characters who were actually there for the Golden Age. The team itself is an heir to the legacy of the original Liberty League, a canonical NPC team active during World War 2.
Talking Is a Free Action: Especially in a play-by-post game. There are no other players sitting around the table to interrupt each other, so everyone gets a chance to ham it up. However, since power points are awarded based on number of in-character posts, not the length of individual posts, most players avoid full-blown walls of text.
What the Hell, Hero?: The Moderators would prefer that any player think twice before writing their character as taking an action which would invoke this trope. Please do not list specific examples here.