First Wave (Mutants and Masterminds 3E)

Game Master Sobran

This is a campaign that follows the trials and tribulations of a small group of the first super-powered people in the world. In this tale they try to do good, stop evil, and uncover the mystery behind their creation.


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Interested in play or still planning out your character? Post here!


Dotting for interest. Will elaborate when I have access to a proper computer.

Thinking an electrokinetic.


I'm off to work, but I'll be back around 10pm PST. Feel free to post more info if you get to it between now and then. Some folks from the Reddit thread may be along in the meantime.


What version/edition of the M&M rules are you planning to use?


Definitely interested. Got a character idea for this campaign.


Interested. Waiting for system deets and which idea you want to run with. I prefer the first wave concept of those listed in your link.


Interested. Love me some super-powered goodness.


Oops, I did forget the edition in the title, didn't I? I'm running this on Third Edition. Right now, the intention is to run this in Emerald City, in order to save me work, save that Emerald City is in our world. Throw out the meta plot, existing characters, and so on. It really just exists as a geographical location. Existing corporations may remain, sans any links to the Silver Storm and so on.


I *should* have a couple of folks from the original Reddit thread heading this way. Once I know how many are showing up, that should give me an idea how many slots we have open. I suppose if there were enough interest I could try to split the group, but I don't know if I could do that justice.

So far, for character ideas, I have the following users (not character names):

* Rynjin, possibly with an electrokinetic
* thelongestshot (from Reddit), able to steal physical traits and memories
* Trodskij (from Reddit) with what I suspect is a Punisher-type, possibly with technomancy
* Another Reddit user that showed tentative interest in playing a precog

If all of them show up, we'll be one or two characters from what I think I can comfortably run. Obviously things tend not to shake out that way, so I'll keep my eye on this thread for an additional (or replacements) in case it's necessary.

Does anyone have a character idea they'd like to throw in the ring?

A note on expectations: I've had campaigns die on the vine because people can't post regularly. I understand life happens, but I would prefer players that can keep a regular schedule. The exact hours are unimportant. European players gonna Europe.

I also understand there are students out there. Everyone gets a free pass on Finals Week. I only take issue if players are disappearing for three or four days every other week. This kills the campaign.


Hey I'm also from the reddit thread


thatsthememe wrote:
Hey I'm also from the reddit thread

That's true! You're only unlisted because I don't think you gave me a character concept yet. Did I miss it?


Jumping over here from Reddit too. I'm building a tough and stretchy martial artist.


I was thinking of going a smarty pants of some sort, mental powers that sort of thing, anyone know where I can find a decent generator?


That said I should warn you i've never played MnM before though I have always wanted to. I might need some coaching should I be selected.


Telekinesis. All day, every day, telekinesis. I should've said that earlier, sorry.

Grand Lodge

Dotting. Played both editions and Dmed 2nd. Sounds fun!


And now that I consider it, a bruiser type character would be a blast. Going for Growth powered hero based off of the myth of Antaeus. Only powerful and larger in size while touching the earth.


I'm thinking either mind control, mind blast and such. Professor X style stuff. Or going the other route and going full alternate form, maybe have a form of fusion energy that emits controlled bursts of high intensity radiation or something like that.


I'm from the reddit thread (thelongestshot) and I'll be rolling up Kilroy (real name to be determined) a thief who can steal things from people like memories, fingerprints, voice and the like.


What's Emerald City? I'm assuming we're not in Oz. I have the 2e rulebook, but only ever used the 3e SRD, so if it's not OGL I don't know it.


It's a city on the West Coast that was used in an adventure path by Green Ronin, Emerald City Knights, I think it was called.


I would be interested, but I feel like I am sort of late to the party.

I have two ideas, one a teleporter with some armor. Not powered armor or anything, just a suit of armor you can't get into without teleporting. Not sure if the armor has the powers and can teleport onto the wearer, or if the person has the power. If that is the case, where might the armor have come from in this setting?

The other idea is just a guy who is extremely tough, almost immune to damage, but otherwise powerless. Not super strong, not super athletic. Just a guy you can't really hurt.


Hey, I'm the other guy from the Reddit thread. Sorry that it took so long for me to get here. My character idea is playing a college kid (or doctoral student) majoring in biology that was also obsessed with magic, and in reading a magic tome he got some magic abilities, notably limited precog. He mainly uses a "deck of many things" where he randomly chooses the effect each time he uses it unless he really concentrates. In terms of armor and stuff, I was mainly thinking that he would use a enchanted duster that can soak up some damage (think Harry Dresden in terms of overall appearance, and basic inspiration).


Hoooooo boy. So this got a lot more attention than I expected. Here's what I think should happen: those of you coming from Reddit, you're already in the game, provided we can hash out your character. Why don't you guys head over to the Discussion thread (check the tabs near the top of this page) and we can use that for character building. You're certainly free to keep interacting here, obviously.

The next step is for me to figure out how to pick one or two of you that originated on this board. I may use the existing players to help me choose. So by all means, tell me your pitch or ask questions and I'll do my best to help.

Speaking of...

Pardum: Sounds good! I think mysterious magic fits the setting well. I imagine a large portion of your points are going to go into building the Array to support that Deck of Many Things, but I'm fine with that. Also, we should figure out another name for his version of it. I would prefer something that didn't immediately remind me of D&D. Unless that's what you're going for, in which case have at it.

tumbler: Your second idea, while interesting in a comic, might be super boring to play. He'd be fine against thugs, as you can still just punch them out, but against other supers he might seem like a movable wall. Just something to think about. If you think it would be interesting for you to play, I'm still okay with it, mind you. The teleporter sounds interesting. I've never heard that sort of power combined with armor, which really seems kind of strange. In my head I see it as ghostly samurai armor for some reason.

Rynjin: As tumbler said, Emerald City is a fictional location in the Pacific Northwest. There is a setting book on it. It's essentially an amalgam of several Pacific Northwest cities, including Portland and Seattle.

imimrtl: (I'm Immortal? Is that what username alludes to? I keep trying to figure it out.) New players aren't a huge issue, given the format and the relative simplicity of the system in play. The biggest barrier to entry is the character building, which I am available to help with. As far as the basic roll mechanics go, the core book actually does a poor job of explaining it. I would suggest looking at the Quickstart, as it does a really good job of explaining what you need to know.

I will follow this post up in a bit with another list of the concepts I've seen. Maybe that will help the players and I decide on who we want to add. I'm sorry that I can't add you all!


Yeah, I'm a few pages into GMing a game myself, and it was brutal having to turn down even a handful of players. It sucks. If it helps, I'll bow out. This was not a major interest for me, conceptually. Best of luck to the rest.


It's always a tough choice. I don't envy you right now.


thegreenteagamer wrote:
Yeah, I'm a few pages into GMing a game myself, and it was brutal having to turn down even a handful of players. It sucks. If it helps, I'll bow out. This was not a major interest for me, conceptually. Best of luck to the rest.

Thanks for the assist? LOL. I like telekinesis (all day, every day), but I suppose it makes sense to save the spots for those that had a major interest. In any case, I appreciate your time.


Dotting for interest. Working on a character idea now. XD I am new to the system, but I'm confident of my ability to make a character.

I'm currently pondering a cheerful sort of magic gunner, somewhat tool-reliant. Either that or something Lovecraftian...


Got it in one Sobran! Nice!

I downloaded the hero lab demo for it and it seems pretty robust. Can't export from it but I can screen shot and then port over. Any of the character concepts you liked the most?

I'll lay out the two I had in mind here just as concepts and then flesh them out as you like.

1. Dr. Victor Alden: Dr. Alden was a nuclear physicist at the Stanford Plasma Physics Laboratory at Stanford University. While focusing a high energy laser experiment at a deuterium and tritium core in order to try and generate a stable fusion reaction, during the experiment the reaction was a success but the containment unit failed. In order to seal the breach and prevent exposure, Dr. Alden took the full force of the nuclear radiation. After spending months in a medically induced coma in a specialized ward for radiation patients, he woke to find himself changed into living nuclear plasma. After escaping a government task force that wanted to take him for experimentation, he assumed a new identity and has been living in Emerald City ever since, helping those in need under the superhero name Mr. Fusion. (He dropped the Dr. to throw off the feds)

2. Dr Victor Alden: Dr. Alden is a psychotherapist with the California Department of Corrections: Special Prisoners Unit. This unit houses prisoners with superhuman abilities in the hopes of rehabilitation and eventual return to society. Dr. Alden was in session with a prisoner who possesses the ability to alter the composition of the organic material he comes into contact with, shaping it to his twisted desires. He had been pretending to make progress while Dr. Alden saw through the deception and intended to declare the prisoner unfit for the program and to be placed in special housing stasis. The prisoner learned of this and at their next visit, slipped his restraints and managed to touch Dr. Alden on the head, instantly reordering his brain chemistry causing massive pain but with the unintended side effect of awakening latent psychic talent. He continues in that job but also has taken to helping people outside of his day to day with his ability to manipulate the thoughts of those around him.

If the second one doesn't fit the flavor of the game let me know and I can reorder


Not sure whether I want to go for "Magneto with lightning bolts" or more "Weather Wizard".

In the latter case he'd probably be a huge dork named Meteor Man.


Or The Weather Man


I like Meteor Man because it causes confusion. He thought it up because to him (as a meteorologist) it was obvious, but now he's stuck with people constantly thinking his powers are related to space rocks somehow.


Why not both? People often call him the Weather Man because it makes more sense to them, but it irritates him to no end.


Funny


Sobran wrote:
Why not both? People often call him the Weather Man because it makes more sense to them, but it irritates him to no end.

I like it.

What are the charop rules? Power level, any houserules, etc.


imimrtl: The second one is problematic in that supers are intended to be rare enough worldwide that it's unlikely California would have a division for taking down powers. However, I could see a super secret federal division, which is a pretty small tweak.


Disregard earlier question. It's on Campaign Info.


Super secret federal division sounds perfect, I'm pursued by the same people i was unwittingly working for lol

Also that super secret federal division could be the same ones coming after the nuclear physicist version as well.


Very true. I fully intend to have something similar in the game anyway. What government wouldn't try to get their hands on super powered folk?


When would you like to have submissions complete?


I have received one complete character draft so far. If anyone settles on a concept and gets a draft together, please let me know. Character guidelines are in the Campaign Info, as Rynjin said.


I am going to submit Slipstream, a teleporter with a mysterious chromed armor suit that is highly resistant to damage. It looks sort of like a smaller version of the Destroyer from Thor. It doesn't open, but he is able to teleport into it. He is a powerful and competent teleporter with all of the bells and whistles, and can teleport others as an attack. That is taking up most of his points so far.

Do you want to put a cap on Impervious toughness?

I'll get the build finished by tomorrow afternoon.


Okay, here's what I've got...

Fluff:
Appearance

As the daughter of Japanese immigrants to the Emerald City area, Atsuko has always been a little bit odd... but recent events in Emerald City have been pretty strange even for her. While it's not clear how she developed her powers - and if she knows, she's not telling anyone - her very existence has become very weird indeed.

Atsuko's main form of offense is her Alien Will - by bringing her mental prowess to bear (and she is extremely capable mentally), Atsuko can hammer at the minds of others and cause damage in a way that armor and dodging ability can't easily stop. Perhaps more to the point, they might not even know she's doing it, because the power itself is effectively undetectable.

Her Dimensional Concealment allows her to completely avoid being noticed by most things, as she temporarily exists in a set of higher dimensions. While quite comprehensive, she has to focus to maintain it, and she has to return to normal dimensions in order to do more than move around.

Atsuko's Dimensional Shield is a protective effect, primarily representing the way that space can warp around her and help to protect her from harm. It's not absolute, but it's definitely pretty thorough. That's important, because while she's agile, her body isn't nearly as strong as that of many truly superhuman individuals, and she prefers to stay back and attack from a distance (when she needs to attack at all).

For the times she's actually hurt, her Eldritch Body repairs damage at a fairly rapid pace, allowing her to recover from many conditions and injuries. The problem? It's pretty freaky to watch, and she might momentarily have more body parts than she should while she's healing. She can't control or stop it, and it's one of the things that truly bothers her about her abilities.

On the bright side, her Eldritch Sight means she tends to see things as they really are - up to and including seeing in complete darkness and straight through visual concealment.

When she needs to manipulate things, her Eldritch Tendrils can rise out of any patch of darkness to grab and manipulate things - useful for clearing a lot of stuff in a hurry!

Finally, distance is relative when you look at things from a dimensional standpoint, and her highly-accurate Non-Euclidean Passage means she can get in and out of all sorts of places like the barriers weren't even there.

Of course, in the Internet Age, no hero can remain secret for long... and Atsuko knows that it's ultimately hopeless to try. She doesn't want to admit it, but by using her powers, she's tacitly acknowledging that she will be found out... and all too many people will have a reflexive reaction, condemning her as evil simply because she's so strange.

Atsuko hopes to 'go public' in truly dramatic fashion, presenting herself as a hero whose powers, though strange, are being put to use firmly for the sake of helping others. Failing that, she hopes to make friends who the public will like, and sort of ride along with their goodwill.

Fortunately, she's rather talented at deception and persuasion, and she's not too shabby at noticing what's going on around her, either. As a long-term goal, she hopes to get financing of some kind (maybe from the government, maybe from individuals, who knows?) to pay the bills and allow her to use her powers full-time. If all else fails on the bills front, she plans to allow her powers to be studied... but will charge whoever wants to experiment on her.

Atsuko is most friendly to people who are willing to accept her as who she is and not simply try to control her (or worse, eliminate her as a threat). While she's willing to face superhuman threats and use her powers to stop them, she's less willing to confront civilians - indeed, she's more likely to run than talk back to people who yell at her or tell her to go away. Mostly, she just wants to be accepted.

Crunch:
Atsuko - PL 8

Strength 0, Stamina 2, Agility 4, Dexterity 4, Fighting 0, Intellect 4, Awareness 8, Presence 8

Advantages
Languages 1

Skills
Deception 4 (+12), Insight 2 (+10), Intimidation 2 (+10), Perception 4 (+12), Persuasion 2 (+10)

Powers
Alien Will: Damage 8 (DC 23; Alternate Resistance: Will, Increased Range 2: perception, Subtle 2: undetectable)
Dimensional Concealment: Concealment 10 (dimensions, All Senses; Concentration, Passive)
Dimensional Shield: Protection 6 (dimensions, +6 Toughness; Sustained)
Eldritch Body: Regeneration 5 (Every 2 rounds; Noticeable: Body Horror)
Eldritch Sight: Senses 7 (Counters All Concealment: Visual, Darkvision)
Eldritch Tendrils: Burst Area Move Object 2 (alien, 200 lbs.; Burst Area: 30 feet radius sphere, DC 12, Precise; Concentration, Source: Darkness)
Non-Euclidean Passage: Teleport 2 (dimensions, 120 feet in a move action, carrying 50 lbs.; Accurate)

Offense
Initiative +4
Alien Will: Damage 8 (DC Will 23)
Eldritch Tendrils: Burst Area Move Object 2 (DC 12)
Grab, +0 (DC Spec 10)
Throw, +4 (DC 15)
Unarmed, +0 (DC 15)

Complications
Motivation: Acceptance: Atsuko's powers are, to put it bluntly, weird. She knows that many people - especially if influenced by the media - would quickly label her a freak. She has a strong desire to be accepted by her friends, and is often reluctant to accept publicity.
Weakness: Atsuko's powers are ineffective on anyone who brandishes the Elder Sign (a complicated star-like symbol) against her, though they must be actively and intentionally wanting to protect themselves from her. If they cease brandishing or concentrating, she can affect them again.

The fact that this works is a rather critical detail about the true nature of her abilities...

Languages
English, Japanese

Defense
Dodge 6, Parry 0, Fortitude 2, Toughness 8, Will 8

Power Points
Abilities 60 + Powers 65 + Advantages 1 + Skills 7 (14 ranks) + Defenses 2 = 135

This would be my first M&M game, so if I'm missing something horribly obvious that an experienced player would never have overlooked, let me know. XD I use Hero Lab, so edits won't be that hard.


tumbler wrote:
Do you want to put a cap on Impervious toughness?

Good question. Let's call it 12. High enough to be ridiculous, but low enough that a balanced character could bypass it with the right maneuver.


Rednal wrote:
Okay, here's what I've got...

Oh man. Good show. Solid A+ background and nicely themed powers. I like that she's very persuasive but relatively unlikely to use it. The fluff on her regeneration is disgusting. I love it. I am kind of a sucker for the Cthonic vibe though.

Initially, I was thinking that the Subtle 2 on her offensive power might be overkill. Then again, it sort of makes sense that even a psychic wouldn't notice the attack until they notice the damage. It fits in with the apparent source of her powers.

All in all, it's a solid character. I don't think I have any concerns to address. Any chance you could send the Hero Lab file my way so I can look it over? I'll PM my email address.


Here are my two character options. Let me know if I need to do anything else or if I effed up royally with my first character lol.


Is there any (non-hero lab) character sheets that you recommend using? Sobran, is there any that you would prefer? I would like one that is fillable, and that can export to PDF fairly easily.


Pardum wrote:
Is there any (non-hero lab) character sheets that you recommend using? Sobran, is there any that you would prefer? I would like one that is fillable, and that can export to PDF fairly easily.

You know, I had a hell of a time finding a form-fillable PDF for this game. That's actually the reason I ended up buying Hero Lab. I wonder if there is a tool out there to easily turn the standard PDF into a form-fillable version. I'll look into it.


The Mythweavers sheet isn't half bad. It's what I'll be usung when I get internet back tomorrow.


I decided to use Ski's excel generator. It has a nice looking output, and it breaks things down step by step. It also has powers being made in terms of componants, which will be helpful in making my array. I have used it once or twice in the past and it seems to work well.

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