The Boys (RPG)
đź’Ą WELCOME TO THE AGE OF VOUGHT
Genre: Superhero Deconstruction | Corporate Thriller | Dark Action | Conspiracy
Setting: Present Day, New York City, October 2024 — a world where superheroes are corporate products
Timeline: Season 1 — Vought controls The Seven. The Boys are just getting started. You are the unknown variable.
🦅 Welcome to the Age of Vought
New York City is not a place—it's a product. Nine million souls living under the shadow of Vought Tower, a gleaming black monolith that owns the skyline and everyone in it. Superheroes aren't born here; they are manufactured, branded, and marketed like sneakers. The Seven are not saviors—they are assets on a balance sheet, managed by executives, scripted by PR teams, and kept in line by kompromat and contracts. Vought controls the narrative, the news, the police, and the politicians.
But beneath the polished surface lies another world. A world of grimy safe houses, burner phones, and desperate men with nothing left to lose. The Boys—a ragtag crew of damaged misfits led by Billy Butcher —are waging a guerrilla war against the supes. They don't have laser eyes or super strength. They have rage, intelligence, and a willingness to do the things no one else will.
And now there's you. Something new has surfaced—grainy footage of an unknown entity moving through the city. Vought wants to find it, study it, and weaponize it. The Boys want to find it first. You decide what you are: a supe, an anomaly, or something Vought's scientists have never seen. Your arrival will tip the balance.
Welcome to the game. They're already looking for you.
đź§© The Story
The Signal. Thirty seconds of grainy phone footage—something moving through the frame too fast, too wrong. A car flipping. A wall cracking. Then nothing. Vought's legal team scrubbed it from the internet in four hours, but the clip had already spread. Ashley Barrett is quietly assigned to find the source. The Boys hear about it through their own channels and start moving. Neither side knows what they're looking for yet. Only that it exists, it's somewhere in the city, and it hasn't been claimed.
You enter this world with your own agenda. Your own powers. Your own reasons for staying hidden. Vought hunts from above, with all the resources of a multi-billion dollar corporation—surveillance, supes, and a PR machine that can bury any truth. The Boys hunt from below, with nothing but desperation, homemade weapons, and a burning hatred for everything Vought represents. Every choice you make pulls one faction closer or pushes the other away. There is no fixed outcome—only pressure, consequence, and the question of who finds you first.
🎠The Key Players
Homelander — The God
The leader of The Seven. The most powerful being on the planet, with a smile like a movie star and the soul of a void. He craves love and worship, but settles for fear. Behind the cape and the flag is a monster created by Vought's scientists—raised in a lab, never loved, now incapable of love. His apartment is a vast empty monument to himself, and he stands in it alone, looking down at a world he could burn with a glance. Threaten his image, and he will end you.
Billy Butcher — The Hunter
Leader of The Boys. A former SAS operative turned CIA asset under Grace Mallory. His wife Becca was taken and violated by Homelander; his brother Lenny committed after years of abuse from their father. Two graves. One mission. Butcher carries enough guilt and rage to burn the world down, and he's recruited a team of damaged people just like him. He knows he's becoming a monster—he just doesn't care anymore.
Madelyn Stillwell — The Architect
Senior Vice President of Vought International. She manages The Seven with cold precision, wielding maternal manipulation and corporate leverage like scalpels. Her office on Floor 82 is a throne room designed to expose and diminish anyone who enters—even Homelander. She sees heroes as products and people as assets. Cross her, and you'll be buried in a black site that officially doesn't exist.
Starlight — The Believer
The newest member of The Seven. Annie January grew up idolizing superheroes, dreaming of joining them and saving the world. She got her wish—and it's a nightmare. From the moment she walked into Vought Tower, the corruption started to show itself. Her white-and-gold apartment is a gilded cage, and the real Annie is slowly suffocating inside it. She still believes in doing good. That might be the most dangerous thing about her.
Queen Maeve — The Cynic
A warrior who stopped fighting years ago. Maeve has seen too much, done too little, and copes with the guilt by drinking herself numb. Her apartment on Floor 99 is a ghost of a life—curtains drawn, bottles everywhere, a spectacular view she never looks at. She knows Homelander for what he is. She knows she should do something. She finds solace only at the bottom of a glass.
A-Train — The Desperate
The fastest man alive—and the most insecure. His apartment is a shrine to his own brand, covered in magazine covers and gold records and limited-edition sneakers. He's haunted by the ghost of his predecessor, Mister Marathon, and every piece of merchandise is a frantic attempt to prove he belongs. He's running so fast because if he stops, he'll have to face what he's done.
The Deep — The Joke
The aquatic hero everyone mocks behind his back. His apartment is a desperate attempt at a spiritual sanctuary—Poseidon murals, healing crystals, a massive fish tank—but it all comes off as tacky and sad. He projects serene oceanic wisdom while drowning in insecurity. The rest of The Seven treat him like a punchline. That's a dangerous thing to do to someone with nothing left to lose.
Black Noir — The Silencer
The masked enigma. No one knows what he looks like, what he sounds like, or what he's thinking. His apartment is a minimalist dojo—shoji screens, polished wood, a rack of meticulously maintained weapons. A monk's cell for a silent killer. When Vought needs something handled quietly and permanently, Noir is the one they send. He's the most unsettling and honest member of The Seven: no ego, no performance, just purpose.
Stan Edgar — The Puppet Master
CEO of Vought International. Calm, calculated, and utterly untouchable. He doesn't wear a cape—he doesn't need to. He controls the people who control the capes. He speaks in measured corporate language while signing orders that ruin lives. He is the true power behind The Seven, and he sees superheroes not as gods, but as products with a shelf life.
The Boys — The Crew
Hughie Campbell, a mild-mannered electronics salesman turned vigilante after A-Train killed his girlfriend. Mother's Milk, the level-headed strategist trying to hold the team together while protecting his own family. Frenchie, a genius weapons-maker and chemical artist with a chaotic heart of gold. Kimiko, a mute feral powerhouse who communicates in violence and silence. Together with Butcher, they are five broken people fighting an army of gods from a hole in the wall.
🎮 What to Expect
This is a character-driven, atmospheric roleplay blending superhero deconstruction with corporate conspiracy and visceral action.
- Power Dynamics: Every interaction is a negotiation of power. Vought offers safety at the price of control. The Boys offer freedom at the price of danger. You choose who to trust—or trust no one.
- Three Unique Starting Scenarios: Arrive as an unregistered supe on the run, wake up in a Vought black site with no memory, or be discovered by The Boys in a back-alley incident. Each drops you into immediate tension.
- Multiple Factions: Align with Vought and climb the corporate ladder. Join The Boys and wage guerrilla war. Work for a foreign intelligence agency. Sell secrets to the highest bidder. Or strike out on your own and make enemies of everyone.
- Compound V Economy: Superpowers are a product. Who has access to V, who controls distribution, and what happens to failed experiments are central to the world. Your powers—or lack thereof—define your place in the hierarchy.
- Open-Ended Narratives: Pursue your own goals: survive, seize power, expose Vought, protect the innocent, or burn it all down. No two playthroughs are the same.
- Optional NSFW: Romance, intimacy, and dark themes are present but contextual. The world of The Boys is violent and often cruel. Content is grounded in character and never gratuitous without narrative weight.
- Immersive Atmosphere: The chill of Vought Tower's marble lobby. The smell of solder and gun oil in The Boys' hideout. The deafening silence of Homelander's penthouse. Every location is alive with sensory detail.
⚠️ Content Warnings
Mature themes: Graphic violence, psychological manipulation, corporate corruption, sexual assault (canon-consistent with the source material), body horror (Compound V side effects), drug/alcohol abuse, (backstory elements), and emotional distress. This is a dark deconstruction of the superhero genre, and the content reflects the brutality of unchecked power.
🎯 Recommended For
- Fans of The Boys (TV series or comics)
- Players who enjoy moral ambiguity and shades of grey
- Slow-burn conspiracy, enemies-to-allies arcs, or tragic relationships
- Those who like worlds where power is a commodity and heroes are the villains
📚 Lore Activation Keys
Use these keywords in your narration or dialogue to trigger specific lore and character knowledge. The AI will reference the appropriate files.
🏙️ New York City:
â–¸ New York, NYC, the city
🏢 Vought Tower:
â–¸ Vought Tower, Seven Tower, Vought HQ, the tower
🏠The Seven's Apartments (Floor 99):
â–¸ Homelander's apartment, Homelander penthouse, Homelander's room
â–¸ Black Noir's apartment, Noir's apartment, dojo, Noir's room
â–¸ Starlight's apartment, Annie's apartment, Starlight's room, Annie January room
â–¸ Translucent's apartment
â–¸ Queen Maeve's apartment, Maeve's apartment, Maeve's room
â–¸ A-Train's apartment, A-Train's room
â–¸ The Deep's apartment, The Deep's room, Deep apartment, Deep room
🎬 Other Vought Assets:
â–¸ Vought Movie Sets, film set, soundstage, Vought Studios
â–¸ Believe Expo, expo, faith convention, Vought faith event
â–¸ Godolkin University, Godolkin, God U, campus
â–¸ The Red River Institute, Red River, orphanage, supe orphanage
â–¸ Sage Grove Center, Sage Grove, asylum, psychiatric facility, secret lab
🕳️ The Boys' Turf & Hideouts:
â–¸ The Boys' Hideouts, Bryman Audio basement, Frenchie's workshop, Flatiron Building, pawn shop basement
đź’€ Fallen Supes:
â–¸ Popclaw's apartment, Popclaw apartment
â–¸ Mesmer's apartment, Mesmer's office
🌴 Conspiracy Locations:
â–¸ Herogasm Island Resort, Herogasm, island resort
â–¸ The Church of the Collective, the Collective, cult
👤 The Boys (by name):
â–¸ Billy, Billy Butcher
â–¸ Hughie, Hughie Campbell
â–¸ Kimiko, Kimiko Miyashiro
â–¸ Mother's Milk, M.M., Marvin
â–¸ Frenchie, Serge
👥 Allies & Civilians:
â–¸ Hugh Campbell Sr., Hughie's dad
â–¸ Becca, Becca Butcher
â–¸ Ryan, Ryan Butcher
â–¸ Victoria Neuman, Nadia
â–¸ Grace Mallory, Mallory
â–¸ Susan Raynor, Raynor
🦸 The Seven:
â–¸ Homelander, John
â–¸ Black Noir, Noir
â–¸ Starlight, Annie, Annie January
â–¸ Queen Maeve, Maeve, Maggie Shaw
â–¸ A-Train, Reggie Franklin
â–¸ The Deep, Kevin Moskowitz
â–¸ Translucent
⚡ Other Supes:
â–¸ Lamplighter
â–¸ Stormfront, Liberty
â–¸ Firecracker
â–¸ Popclaw, Charlotte
â–¸ Soldier Boy, Benjamin
â–¸ Mesmer, Charles
â–¸ Doppelganger
🏛️ Vought Executives:
â–¸ Stan Edgar, Stan
â–¸ Ashley Barrett, Ashley
â–¸ Madelyn Stillwell, Madelyn
â–¸ Jonah Vogelbaum, Vogelbaum
📝 How to Start
You can arrive fresh on the streets of New York, or dive directly into one of two premade scenarios. Each one drops you into immediate, tense action with key characters.
đź”– Scenario 1: The Tower (Vought)
Forty-one seconds of footage. Pulled from six sources before takedown. Facial recognition returned nothing. Motion analysis doesn't have a category for it. It's in the city. Eighteen hours ago. And Vought has absolutely no fucking idea what it is. Ashley Barrett is already in the elevator, breaking every protocol to drag Homelander down to Crime Analytics. The clip is frozen on the main display when you walk in. The most powerful man in the world is staring at it with an expression usually reserved for things he's about to kill. "Find it," he says. "Before anyone else does." The eyes of Vought are on you now.
đź”– Scenario 2: The Alley (The Boys)
Billy Butcher turns Frenchie's phone face-down on the diner table. The place smells like burned coffee and bad choices and he fits right in. M.M. is doing the face where he's already running through everything that could go wrong and alphabetising it. Butcher picks up his mug. Puts it down. "Vought doesn't have it yet." Frenchie slides a hand-drawn map across the sticky table. Three streets. A rough circle. A question mark in the middle. Butcher stands. Jacket on. Kimiko is already at the door. "Right then. Let's go find the poor bastard before Vought does." You're in that diner. You're on that map. They're looking at you.
đź”– Scenario 3: Write Your Own Script
The city exists. Screens beam Vought propaganda. Sirens wail. Tourists flood the crosswalks. The rest is unwritten. You decide who you are, where you stand, and what happens when you turn the page.
Or simply describe your arrival, your day, your encounter with any character, and the world will react. The city never stops watching.
They're already looking for you.
Created Feb 22
Updated Sep 12
Published Feb 22