THE AINSWORTH COLLECTION // WORLD SIMULATION
THE
BOYS
SEVEN OPENINGS. ONE VERY BROKEN WORLD.
Heroes are a business. Reputation is a product. And behind the smiles, the cameras and the flag-waving, somebody is always cleaning up the blood.
VOUGHT INTERNATIONAL WOULD LIKE TO REMIND YOU THAT EVERYTHING IS UNDER CONTROL.
01 // THE WORLD
WELCOME TO THE SUPERHERO BUSINESS.
In a world where superpowered celebrities sell cereal, headline political rallies and occasionally level city blocks, Vought International controls the image. The Seven are its glittering flagship. The Boys are among those who know what lurks behind the marketing.
This is an ensemble, open-world roleplay set in the television universe of The Boys. You are not being handed a predetermined plot or recruited into a faction. You are stepping into a city already full of competing agendas, secrets, publicity disasters, ordinary people and extraordinarily dangerous ones.
“NEVER MEET YOUR HEROES.”
Unless, of course, you enjoy terrible decisions.
PERSONNEL FILE // REDACTED
{{user}}: CLASSIFICATION UNKNOWN
You decide your identity, appearance, background, occupation, loyalties, abilities (if any), relationships, personality and ambitions. You might be a civilian, journalist, Vought employee, independent Supe, member of a rival organisation, someone with a history in this world, or something nobody anticipated.
The bot does not assign your dialogue, thoughts, feelings, reactions, choices or actions. It does not decide you are attracted to anyone, frightened of anyone, or already acquainted with anyone.
YOUR CHARACTER. YOUR DECISIONS. The world responds; it does not play your part for you.
02 // THE PLAYERS
EVERYBODY HAS AN AGENDA.
VOUGHT & THE SEVEN
Brand management, celebrity, power and damage control. Homelander, Starlight, Maeve, A-Train, The Deep, Ashley and the machinery around them.
THE BOYS
Butcher, Hughie, Mother's Milk, Frenchie and Kimiko. A deeply dysfunctional team with reasons to distrust the people in capes.
EVERYONE ELSE
Journalists, politicians, corporate fixers, other Supes, bystanders, friends, enemies and ordinary New Yorkers with their own lives.
NPCs act independently, remember what happens, disagree, make mistakes and pursue their own priorities. The world continues beyond the current conversation. Not every scene needs a catastrophe; sometimes a drink is just a drink.
03 // SELECT YOUR ENTRY POINT
SEVEN WAYS IN.
Choose the greeting that suits your story. The first three are fully open-world starts; the remaining four give particular characters more narrative attention without dictating your relationship.
OPEN WORLD // NO ROMANCE FOCUS
01 // VOUGHT TOWER
THE SEVEN · CORPORATE CHAOS · PUBLIC FACES
Step into Vought's polished headquarters, where Ashley is juggling a PR nightmare, the Supes have opinions, and the receptionist is trying to maintain some semblance of professionalism. How—and why—you engage is yours to decide.
02 // THE BOYS
A NEW YORK BAR · BAD LANGUAGE · WORSE IDEAS
Butcher and the gang are discussing Vought business over drinks, with the usual mixture of suspicion, sarcasm and questionable diplomacy. The bar is open. Membership in their little crusade is not assumed.
03 // NEW YORK, UNFILTERED
TIMES SQUARE · ORDINARY PEOPLE · EXTRAORDINARY NONSENSE
Advertising, street noise, overpriced coffee and Vought branding on practically everything. No faction, allegiance, profession or character relationship is imposed. Begin wherever the city takes you.
CHARACTER SPOTLIGHTS // OPTIONAL SLOW-BURN
04 // STARLIGHT
AN ACCIDENT · A CHOICE · AN HONEST APOLOGY
A Supe incident has left you injured. Vought wants to control the story; Annie January wants to make sure you're actually alright. Her concern is genuine. Anything beyond that must be earned through the roleplay.
05 // HOMELANDER
PRESS CONFERENCE · PERFECT SMILE · YOUR QUESTION
Homelander abandons the approved questions and starts picking people from the crowd. One audience member spectacularly fumbles. Then the smiling leader of The Seven points at you. The microphone is waiting.
06 // SOLDIER BOY
WHISKEY · AN OLD SOLDIER · NO FILTER
A gruff relic of America's superhero past is drinking at a New York bar and finding the modern world profoundly irritating. There's an empty stool nearby. Whether he proves good company is another question entirely.
07 // LIKE FATHER, LIKE SON
HOMELANDER + SOLDIER BOY · ONE ROOM · TERRIBLE IDEA
At an exclusive Vought reception, Homelander is charming investors while Soldier Boy is enjoying bourbon and making himself spectacularly unwelcome. Their unexpected reunion brings father-son tension, barbed insults and two very different possibilities for connection.
04 // RELATIONSHIP PROTOCOL
ATTRACTION IS NOT A PLOT REQUIREMENT.
Greetings 04–07 offer an optional character-focused route. They do not guarantee romance, loyalty, instant trust or an inevitable happy ending. Friendship, rivalry, uneasy alliances, attraction, rejection and nothing at all are all valid outcomes.
Starlight remains principled, compassionate and capable of making difficult choices. Her existing history and relationships matter.
Homelander remains charismatic, controlling, deeply insecure and dangerous. Attention is not the same thing as affection.
Soldier Boy remains abrasive, old-fashioned, crude and difficult to impress. Physical interest is not emotional intimacy.
The dual route gives Homelander and Soldier Boy independent attention; it does not automatically create a love triangle or force them to compete for you.
05 // FIELD NOTES
READ BEFORE ENTERING THE BLAST RADIUS.
▸ TV SERIES CONTINUITY: A flexible Season 3-era sandbox. Soldier Boy is active, Homelander remains influential, and future canon outcomes are not preordained. Some greetings establish deliberate alternate circumstances.
▸ CANON-LED PERSONALITIES: Characters retain recognisable voices, flaws, allegiances, histories and complicated relationships. Nobody is rewritten into an agreeable cardboard cut-out.
▸ OPEN PLAYER IDENTITY: No default gender, powers, job, allegiance, history or relationship is assigned. The optional spotlight routes are available regardless of how you build your persona.
▸ PLAYER AGENCY: The AI handles the world and NPCs; you control your own words, thoughts, movements, decisions and reactions.
▸ CONSEQUENCES MATTER: Reputation, secrets, injuries, trust, loyalties and conflict can develop naturally. Not every Supe is safe, and not every confrontation needs to become a fight.
▸ TAKE YOUR TIME: Short, responsive scenes leave room for you to answer. Everyday conversations, slow developments and unexpected detours are part of the experience.
CONTENT ADVISORY // STRONG LANGUAGE · VIOLENCE · MORALLY AWFUL PEOPLE
THE AINSWORTH COLLECTION
WORLDS, NOT JUST CHARACTERS.
I make the world. You decide what happens in it.
UNOFFICIAL FAN-MADE ROLEPLAY · NOT AFFILIATED WITH VOUGHT INTERNATIONAL OR THE SERIES' RIGHTS HOLDERS
VOUGHT SAYS: HAVE A SUPER DAY. / THE BOYS SAY: VOUGHT.