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Post by michael on Jul 7, 2009 21:43:36 GMT -5
So here's the basic setting for our rotating GM game of Mutants and Masterminds.
There's an organization (The Galactic Guardians) that essentially goes around establishing Justice League type superteams on planets deemed ready/worthy. (Usually, a planet that has achieved space travel and has a community of heroes.) The members of each team are usually chosen from established heroes of their respected worlds, although there are occasional exchange programs.
Their base is an orbiting space station (supplied by the GG), and it has all the standard equipment: Monitor station, spaceships, teleport pad, etc.
Each team is fairly autonomous, and spends the majority of their time protecting their own planet, but they are still sometimes called away for larger crises. Once a team of Guardians has been put into place, they are also responsible for recruiting new members.
Which, of course, is the first adventure. You'll be heroes that have come to the attention of the Guardians, and they've brought you to their satellite to assess your character, and consider possible membership. Beyond that, your hero is pretty much up to you. You'll start at power level 10.
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Post by Rabbit on Jul 8, 2009 16:28:28 GMT -5
So should we assume that we are all from Earth and Earth has just resently been approached by the Galactic Guardians? I really like that premise, but want to make sure.
[edit: this of course would include any non-earthlings that are a part of a 'transfer' program]
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Post by michael on Jul 8, 2009 17:10:28 GMT -5
So should we assume that we are all from Earth and Earth has just resently been approached by the Galactic Guardians? I really like that premise, but want to make sure. [edit: this of course would include any non-earthlings that are a part of a 'transfer' program] Well, that was my original intent, but I've been thinking about what I want to do for the first adventure, and I've decided to change it slightly. The Guardians established a team on Earth about 10 years ago. The current members are all considered to be Earth's greatest heroes, and many of them had that reputation long before the team was established. They're mostly power level 15-20. Those current members are the ones that approach you. But yes, the assumption is you are heroes from Earth. If you wanted to be an alien who's never set foot on our planet before, though, I might be able to accommodate you.
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Post by Rabbit on Jul 8, 2009 17:47:19 GMT -5
So should we assume that we are all from Earth and Earth has just resently been approached by the Galactic Guardians? I really like that premise, but want to make sure. [edit: this of course would include any non-earthlings that are a part of a 'transfer' program] Well, that was my original intent, but I've been thinking about what I want to do for the first adventure, and I've decided to change it slightly. The Guardians established a team on Earth about 10 years ago. The current members are all considered to be Earth's greatest heroes, and many of them had that reputation long before the team was established. They're mostly power level 15-20. Those current members are the ones that approach you. But yes, the assumption is you are heroes from Earth. If you wanted to be an alien who's never set foot on our planet before, though, I might be able to accommodate you. This is sweet! I was working on some ideas for pretty much this same scenerio for a M&M game. So now I can get to use the plot ideas for some adventures I'll run and actually get to play in the world as well! ;D
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Post by michael on Jul 8, 2009 21:16:10 GMT -5
Yeah, I'm having a lot of fun planning this out. Glad you're excited about it.
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Post by Enric on Jul 8, 2009 23:27:49 GMT -5
Hey, Michael, which edition were you getting?
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Post by michael on Jul 9, 2009 2:00:05 GMT -5
Hey, Michael, which edition were you getting? I bought 2nd edition.
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Post by michael on Jul 10, 2009 3:24:28 GMT -5
While I haven't done stats for any of the characters, I've pretty much plotted out your first adventure.
Here's a bit of info on some of the Guardians you will be meeting in your first mission.
Doctor Gorilla Telekinetic surgeon from Victorian England hurled forward through time to the present day. Is also a gorilla.
Panoplia Master of combat, and bearer of the legendary Arms of Enyo. Struggles with her temper.
Brian and Brawn A ten year old genius and his brutish companion. Newest members of the Guardians, and media darlings.
Paragon A super-man.
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Post by Enric on Jul 20, 2009 12:00:39 GMT -5
I just got my book a few days ago - I'll try to roll up a character this week.
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Post by Rabbit on Jul 20, 2009 12:10:06 GMT -5
I just got my book a few days ago - I'll try to roll up a character this week. Yeah, I have been silent on this board, but I have brainstormed a few character ideas.
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Post by michael on Jul 28, 2009 1:04:57 GMT -5
A quick update on our Mutants and Masterminds game. I've pretty much got it ready to run, once we all get the opportunity to play again. I know this one is at the back of the queue, behind our Den of Heroes session, Franco's Pathfinder game, and possibly Talik's strategy game, if he has it ready to run it before we have a chance to play this, but I thought I'd just let you know that it's ready.
Also, since we're all GMs, you can feel free to create NPC members of the Guardians and post them here, if you're interested. I know I really enjoyed brainstorming a whole bunch of heroes and villains.
While I won't be able to use him for the first session, I went ahead and made my character as well.
Shay
ABILITIES - 25 pts STR - +0 (10) DEX - +5 (20/10) [0 pts, paid w/ powers] CON - +0 (10) INT - +5 (20) [10 pts] WIS - +0 (10) CHA - +0 (10)
TOUGH - 5 [0, paid w/ feats] FORT - 5 [5] REF - 10 [5] WILL - 5 [5]
SKILLS - 6 pts Knowledge (Heroes and Villians) 10 Knowledge (History) 8 Search 6
FEATS - 12 pts Defensive Roll 5 [5 pts] Uncanny Dodge (Mental-Precognition) [1] Jack of All Trades [1] Master Plan [1] Move by Action [1] Teamwork 3 [3]
POWERS - 87 pts Enhanced Ability - Dexterity 10 [10 pts]
Super Movement - Temporal Movement 3 (Uncontrolled) [3]
Time Control 4 [28] -----Paralyze 10 [1] -----Super Senses 4 - Precognition [1] -----Super Senses 4 - Postcognition [1] -----Rapid Attack [Free Super Speed Power Feat]
Duplication 10 [20] -----Mental Link [1] -----Progression 2 (5 dupe max) [2] -----Heroic (extra) -----Real (flaw)
Healing 9 [18] -----Persistent [1] -----Regrowth [1]
COMBAT - 20 pts ATK - 0 DMG - 0 DEF - 10 (15 w/ dodge bonus) [20] INITIATIVE - 20 [From Time Control/Dex]
COMPLICATIONS Amnesiac
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Post by reefwood on Jul 28, 2009 15:26:11 GMT -5
I haven't given this much thought yet, but I like the ideas for the current Guardians. Also, I'm going to try an M&M game on Groovy to help get my feet wet. If anyone else wants to check that out, here's the link to the recruitment thread: www.groovygamers.com/forum/index.php/topic,7156.0.html
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Post by Enric on Aug 11, 2009 21:25:20 GMT -5
Hey, Michael, since this is going to be an open-ended game, do you want me to set up a campaign forum for it?
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Post by reefwood on Aug 11, 2009 21:26:10 GMT -5
I've never read much comics... just a bit of X-men really... so, dates and names usually don't explain much to me, but I understand what was mentioned about not killing and loner-types.
Anyway, I don't have anything in terms of personality figured out for my character, but he won't be a loner. In terms of powers, I was thinking about the game as I walked to Bike Works and rode back in the rain, and I'm going to aim for an "aqua/liquid person" type. I still need to read over most of the powers, but is there a power that lets you turn into water? Maybe also mix in some heat resistance to avoid getting evaporated and cold resistance to avoid freezing. Although, if there was a way to purposefully take on a gaseous form or turn into hard, solid matter, those could be useful too. And how would breathing work? Or is that not something to worry about?
In terms of ability scores, he'll probably be pretty average in most respects. Might give him a high Constitution if that will help with holding breath. Not sure about skills, other than Swim, and the rest will probably be related to what he does in his everyday life.
EDIT: Might make him a firefighter. Seems kind of fitting.
EDIT #2: Looks like the (Alternate) Form power is exactly what I need, and the example given is for a character that wants to transform into water. Perfect! I don't completely understand how this power works, but it looks like it is used as a base to group together other powers. In the example, I'm guessing the player bought 6 ranks because that gave her 30 points, and she needed 29 points to purchase the necessary powers and put the 1 leftover point into a feat related to the power, which I guess means that feat only applies when she is in her alternate form?
Also, the Alternate Power feat looks like it'll allow me to take on (one?) other form, which I may do to have a gaseous form. It seems like it might make sense for a firefighter who turns into water to also be able to turn into steam, and I'll probably scrap the idea of turning also into ice. But one thing I am unclear of with this feat... does it cost 1 point? Does that point have to be part of the (Alternate) Form ranks (i.e. liquid powers + 1 feat pt must be equal or less than 5 pts x ranks) or is it bought separate like regular feats?
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Post by michael on Aug 12, 2009 1:32:03 GMT -5
I like the character idea. I'm already thinking of minor changes to the quest to adapt to that. It seems like you've pretty much got the gist of how Alternate form works. It's 5 points per rank, and each rank gives you a pool of 5 points with which to buy other powers. So if you took liquid form at rank 8, you would have 40 points which can only be spent on Blast, Elongation, Concealment (limited to underwater), Immunity, Suffocate, Swimming, and Insubstantial 1. (If you see a power that isn't on this list that you think would be appropriate for your alternate form, we might be able to work something out.) As far as drowning goes, that's covered by the Immunity power. For 1 point, you could have Immunity to suffocating underwater. For 2 points, you could have immunity to all types of suffocation. Since you don't have lungs in either a liquid or gas form, that one might make the most sense. Anyway, your constitution score won't play a role in drowning for you unless you're in your human form. But one thing I am unclear of with this feat... does it cost 1 point? Does that point have to be part of the (Alternate) Form ranks (i.e. liquid powers + 1 feat pt must be equal or less than 5 pts x ranks) or is it bought separate like regular feats? Alternate Power feats threw me off at first, too. They just cost one point, and that allows you to spend up to the number of points you spent on your original power. For example, the Time Control power costs 7 points per rank. If I took it at rank 4, that would cost 28 power points. I could then spent 1 point on the alternate power feat, and I would have a pool of 28 points to spend on alternate powers. So I could buy Paralyze at rank ten for 20 pp, Precognition for 4pp, and Postcognition for another 4pp. So for 29 power points, I could buy Time control 4 with alternate powers of Paralyze 10, Precognition, and Postcognition. The catch is that I can only use one of those powers at a time. For Alternate Form, it's even simpler. 1 power point gets you another form at the same level as your first. However you would have to spend a separate power point, not a point from the pool you got from your first form. So having Rank 8 liquid form with Gaseous form as an alternate power feat would cost 41 power points.
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