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Roleplay: Power Academy
Started in August 2011, Power Academy is a Forumotion roleplay forum centering around the eponymous boarding school for teens with superpowers. A freeform tale of action, adventure, romance, comedy, drama, and tropes. Lots and lots of tropes. There's a character page here.

As of the summer of 2013, the users are in the early planning stages of a Power Academy RPG—in the vein of Mass Effect meets XCOM: Enemy Unknown.

Found here.

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Provides examples of:

    Setting 

Power Academy

  • Academy of Adventure
  • Academy of Evil: Played with; the Academy trains both heroes and villains, but is considered neutral ground.
  • Bigger on the Inside: The Rec Hall. Any room can be generated instantly upon opening the door based on what the guest is imagining. Want an Olympic-sized swimming pool? Bam, you have one. In fact, this applies to the forum in general; over time, rooms and areas are added as needed.
  • Boarding School
  • Elaborate University High: The school is fairly impressive where size is concerned, with a large main building, several dorms, and a TARDIS-like Rec Hall. The surrounding forest could also be considered part of Power Academy's territory.
  • Extranormal Institute
  • Heroes R Us
  • Mysterious Teachers Lounge: At the very least, it includes a fridge, soft couches and soothing music. A nice little space for the headmaster to share some private time with one of the nurses.
  • No OSHA Compliance: Selene's Villainy 101 classroom.
  • Scenery Gorn: First, the Academy is shown in a state of decay during the Civil War, when it's temporarily converted into a neutral zone/refugee camp. Later, during the endgame, Terminus launches a full-out assault on the Academy.
  • Super Multi-Purpose Room: The Rec Hall as a whole.
  • Superhero School
  • Truce Zone: The academy as a whole, intended as neutral ground between heroes and villains. Not that it stops battles from breaking out on the school grounds.
  • Virtual Training Simulation
    • Deadly Training Area: Alexei puts his best effort to avert this in his simulator grounds, ensuring that none of the students actually die in the middle of a scenario.
  • Where The Hell Is Springfield?: The Academy's location is never specified.

The Forest

Paranorm

  • Absurdly Spacious Sewer: A couple of the sewer tunnels in Paranorm can be used for shortcuts.
  • After the End: The town essentially rebuilt itself from the ashes following a zombie outbreak 30 years prior.
  • Bikini Bar / Host Club: The Den of Angels, a high-class exotic dance/host club staffed entirely by angels, is a fusion of these two tropes. While the establishment offers great drinks and attractive employees (male and female alike), it's actually a front for the local angel headquarters (and an easy way for them to make money at the same time).
  • City of Adventure: NPCs, shops and sidequests aplenty.
  • Dungeon Town: At one point during the Superhuman Civil War, the town comes under attack by raiders—and they just so happen to attack when the party temporarily visits the town.
  • Fanservice with a Smile: Both the Den of Angels and, considering the students can take part-time jobs there, the Ghost Pirate and Rockstar Bar.
  • Fashion Shop Fashion Show: Happens when Sam is taken to Gothically Correct, a store that specializes in Gothic apparel.
  • Greasy Spoon: The aptly-named Fries With That Shake, a no-frills diner.
  • Good Guy Bar: The Ghost Pirate and Rockstar Bar.
  • Honest John's Dealership: Flotsam and Jetsam, a small, rickety stand that sells random crafting items.
  • Hub City
  • Scenery Gorn: In flashbacks to 30 years prior.
  • Zombie Apocalypse: The town was ravaged in a small-scale outbreak 30 years prior, but was rebuilt in time.

Elsewhere

  • Apocalypse How: Alice and her family grew up in a hellish, irradiated wasteland left over from a nuclear war, and Garrett mentions that a huge zombie epidemic broke out about 30 years prior—about a Class 1.
  • Aliens in Cardiff: The city of Hell, Michigan (which in this timeline, rather than a small town, is a long-abandoned city) has become a haven for malevolent demons. Helena later takes over the city, turning it into...well, Hell on Earth.
  • Big Fancy House: Jonathan Knight's mansion, a large and comically opulent estate, serves as a late-game dungeon.
  • Bizarre Seasons / Empathic Environment: Over the course of the first three days in the forum, Power Academy has experienced a warm, sunny day, a snowy morning quickly turning into an overcast day where the snow melted, and a rainy day. Consecutively. Although the later retcon about time's passage, with each "day" being a sort of montage of the events of a week, causes the weather to make a little more sense.
  • Cool Ship: The Indomitable, the Dark Star's heavily-armed flying battleship.
  • Dungeon Town: Hell, Michigan.
  • Elaborate Underground Base: Vladimir's hideout.
  • Eldritch Location: The Howling Abyss, Terminus' pocket dimension.
  • Eternal Engine: Vladimir's hideout, a sprawling complex that serves as his main laboratory (or abattoir, depending on who one asks). The Indomitable also counts.
  • Evil Tower of Ominousness: Knight Research Headquarters, a tall red-and-black skyscraper.
  • Lovecraft Country: Willowfield, Val and Isaac's hometown.
  • Mirror Universe: One is explored in Visitors From the Future, wherein everyone's morality is inverted (James is now an evil cultist in addition to being head of the Academy, for instance).
  • Mirror World: The Howling Abyss features several areas that mirror locations the party has been to before, only something is very...off about them.
  • The Multiverse
  • The Very Definitely Final Dungeon: A three-parter. First Knight Research Headquarters, then the besieged Power Academy, and finally Terminus' pocket dimension.
  • A World Half Full
  • World of Badass
  • Year X: The exact date for the Academyverse is not specified, though it is an alternate timeline and some time into the near future.

    Characters 
Tropes for specific characters can be found under the Characters tab.

    Story and Themes 

    Gameplay 
  • Out-of-Genre Experience: During a few story missions, the gameplay briefly dips into Tower Defense territory (see below).
  • Puzzle Boss: Just about all of the bosses, in some way or another. They all have certain weaknesses, whether in terms of physical weakness (fire being effective against ice, for instance) or relationships to certain party members (e.g. they may be hesitant to attack at first if a certain party member is present); environmental elements can also be exploited, such as a tech-based boss being reliant on nearby equipment that can be destroyed. Overall, boss fights here require the player to think about the characters and their abilities in terms of both gameplay and narrative.
  • Tower Defense: During several occasions in the story, the party has to lead a defense or ambush against enemy forces from a high vantage point (e.g. fighting off a massive horde of minions from a rooftop above).
  • Turn-Based Strategy

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