MSH Krakoan Age (Inactive)

Game Master JASON RODARTE


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I am trying to see if there would be interest in a Marvel Superheroes from the 80's and 90's game. The classic FACERIP is a great system. Being an X-Man fan we could start off on Krakoa.

This site seems to have all of the pertinent information

https://mshgamer.com/downloads/book-resources/


Wow. FASERIP. I tried to play that system with my brother back in the day. I'd be willing to try it again.

Would we be established characters or could we make our own?


Whoa. Used to LOVE this game back in the day.
Would definitely be interested...though, same question as Waskally.
Homemade heroes or pre-gens? Also, mutant exclusive or...?


Making your own is much funner


Wow, that takes me back. I'd give it a go!

EDIT: What about Mr. Minotaur's other question? Mutant heroes only or other origins as well?


mutant only

Grand Lodge

dot....dot...so interested in this


Terevalis Unctio of House Mysti wrote:
mutant only

Thanks!

Very interested :)


4 interested so far! :)


FASERIP Marvel game. That brings me back. Got that back in high school, but can't remember if I ever really got to play it.

Could be fun.

Not entirely sure about a Krakoa game. That's a very specific part of the setting that seems like it would require a lot of up to date background info and not necessarily play much like a standard super-hero game.


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Currently in Marvel Comics, Krakoa is the sentient island country of all mutants. Good and Evil mutants (mostly) working together to the greater good of all mutants. Krakoa is a super-power in the Earth 616-world stage, and recently mutantkind had conquered Mars (no joke). Will this be the Krakoa you would be starting your campaign in, or is it a classic version of it.


Pretty good synopsis.


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For background information, this playlist here explains what happened in X-Men comics last year as a means to help catch yourself up. And this link here explains how Krakoa as a mutant state began.


very good info here~


I could be interested. MSH was a fun system when I got to try it. I'd have to relearn everything but it'd be neat.


I would have to relearn too, haven't played since the 90s


Backing out on this. Time constraints, as well as not really being into playing a mutant exclusive game.

Have fun and Happy New Year!


Looks like 5 interested?


Happy New Year!


Looks like!

And welcome to 2022!


LOL I remember this!!!
OMG those rules are so dense!
O M G!
I remember reading them for hours and hours.
I think my parents thought it was the best money they had ever spent.


It certainly brings back some nostalgia! While interested, my only concern is the randomness of generating stats and powers. I much prefer point buy and other systems that put all PC's on level ground, without penalizing anyone for s~&!ty rolls, which is usually me!

Either way, I'm tentatively interested.


Zen Gypsy wrote:

It certainly brings back some nostalgia! While interested, my only concern is the randomness of generating stats and powers. I much prefer point buy and other systems that put all PC's on level ground, without penalizing anyone for s~*$ty rolls, which is usually me!

Either way, I'm tentatively interested.

Even with good rolls, the sheer randomness of the character generation makes it hard to put a coherent character together.

I think that's part of why I never played much of it back in the day.


thejeff wrote:
Zen Gypsy wrote:

It certainly brings back some nostalgia! While interested, my only concern is the randomness of generating stats and powers. I much prefer point buy and other systems that put all PC's on level ground, without penalizing anyone for s~*$ty rolls, which is usually me!

Either way, I'm tentatively interested.

Even with good rolls, the sheer randomness of the character generation makes it hard to put a coherent character together.

I think that's part of why I never played much of it back in the day.

So then how about we suggest that our buddy GM JASON give us an expanded ruling on the One Reroll Rule from Page 46 of the Revised Basic Rules.

Like we each get One Reroll on the honour system ... and can then present to him our need for additional re-rolls on request after that. Perhaps along with a Rejection/Replacement Rule: each of us can reject a power or characteristic we hate and just would never play, and ask GM to replace it for us, either randomly or thematically.

Just a couple thoughts.


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Oh! Actually I found a Point Buy option on Marvel Heroes Forever, here.

It's a thought anyways.


Sorry, had a busy past few days. I don't mind if you want to assign ranks but nothing past RM for now. Incorporate why they arew what they are into an origin story.


I guess I should open up recruitment.
Please write up your character with stats and an origin story/powers.

I think a week and a half would be good for submissions.


Question, what's the premise of the game? Krakoa is very isolationist, are we peace keepers on Krakoa? Ambassadors to the greater global powers? Are we replacing existing X-Men, or working alongside them?


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I've decided to let the Dice Gods help make my mutant character.

The Rolls:

Step 1: Determine what kind of being the hero is and how he got his powers.
General Origins
Mutant (fixed)

Step 2: Assign ranks and rank numbers to the hero's abilities.
Fighting: 1d100 ⇒ 27 Good (10)
Agility: 1d100 ⇒ 22 Good (10)
Strength: 1d100 ⇒ 94 Incredible (40)
Endurance: 1d100 ⇒ 54 Excellent (20)
Reason: 1d100 ⇒ 86 Incredible (40)
Intuition: 1d100 ⇒ 95 Incredible (40)
Psyche: 1d100 ⇒ 55 Excellent (20)

Step 3: Determine the hero's variable abilities.
Health 10 + 10 + 40 + 20 = 80
Karma 40 + 40 + 20 = 100
Resource: 1d100 ⇒ 23 Good (10)
Popularity 50

Step 4: Determine the hero's powers.
Powers Available: 1d100 ⇒ 66 4

Power 1: 1d100 ⇒ 50 Distance Attacks
Power Rank: 1d100 ⇒ 31 Good (10)
Power 2: 1d100 ⇒ 29 Energy Control
Power Rank: 1d100 ⇒ 63 Remarkable (30)
Power 3: 1d100 ⇒ 14 Energy Control
Power Rank: 1d100 ⇒ 63 Remarkable (30)
Power 4: 1d100 ⇒ 42 Mental Powers
Power Rank: 1d100 ⇒ 89 Incredible (40)

Step 5: Determine the hero's talents.
Talents Available: 1d100 ⇒ 99 4
Talent 1: 1d100 ⇒ 86 Genetics
Talent 2: 1d100 ⇒ 91 History
Talent 3: 1d100 ⇒ 96 Archaeology
Talent 4: 1d100 ⇒ 95 Archaeology
Huh? I got Archaeology twice??


Well, I have a lot to consider. Will try to wrap his hero up in a good theme. I'll let you known when he's finished.


Pathfinder Adventure Path Subscriber

I'd be interested in joining, if there's still room for additional players.

I still own the original books and the PUB. Can we offer pre-made characters, or is it random only?


Stalwart wrote:

I'd be interested in joining, if there's still room for additional players.

I still own the original books and the PUB. Can we offer pre-made characters, or is it random only?

Go ahead and submit.


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I too, will see what dice suggest, then if it sucks, I'll beg for some rerolls ;)

(Work in progress)
Step 1: Determine what kind of being the hero is and how he got his powers.
General Origins
Mutant (fixed)

Step 2: Assign ranks and rank numbers to the hero's abilities.
Fighting:: 1d100 ⇒ 43 Excellent (20)
Agility:: 1d100 ⇒ 68 Remarkable (30)
Strength:: 1d100 ⇒ 100 Amazing (50)
Endurance:: 1d100 ⇒ 39Good (10)
Reason:: 1d100 ⇒ 22 Good (10)
Intuition:: 1d100 ⇒ 6 Poor (4)
Psyche:: 1d100 ⇒ 65 Remarkable (30)

Step 3: Determine the hero's variable abilities.
Health 110
Karma 44
Resource: 1d100 ⇒ 48 Excellent ?
Popularity ?

Step 4: Determine the hero's powers.
Powers Available: 1d100 ⇒ 19 2 Powers

Power 1:: 1d100 ⇒ 42 Body Control
Power Rank:: 1d100 ⇒ 16 Typical
Power 2:: 1d100 ⇒ 75 Body Alteration, Offensive
Power Rank:: 1d100 ⇒ 86 Incredible

Step 5: Determine the hero's talents.
Talents available: 1d100 ⇒ 93 4
Talent 1: 1d100 ⇒ 69 Engineering
Talent 2: 1d100 ⇒ 11 Bows
Talent 3: 1d100 ⇒ 99 Physics
Talent 4: 1d100 ⇒ 58 Business/Finance

EDIT: Okay, this is showing some interesting directions. Only two powers (Unless we're using the advanced rules where Mutants get an extra power roll plus an Endurance boost at the cost of popularity) but both powers will be self contained, which gives me a rough idea of his concept. The talents list seem all over the place. Good ranks on main abilities except for Intuition (Ninjas won't even have to try with this guy) Still needs fleshing out. Folks let me know what you think or if I'm at risk of stepping on any of your own concepts.


Pathfinder Adventure Path Subscriber

I've got several characters I've made over the years. So in part it depends on the overall power level of the game, since everyone else rolling randomly could set this at varying levels. I could come in with, for example, Tenfold, who can generate ten copies of himself each with the strength to lift ten tons (Incredible strength) and be way overpowered, or Clearwing, a girl with butterfly wings, and be below the curve.

So, you know what? I'm intrigued to see what the dice rolls up.

Random mutant:

Step 1: Determine what kind of being the hero is and how he got his powers.
General Origins
Mutant (fixed)

Step 2: Assign ranks and rank numbers to the hero's abilities.
Fighting: 1d100 ⇒ 29 Good (10)
Agility: 1d100 ⇒ 95 Incredible (40)
Strength: 1d100 ⇒ 31 Good (10)
Endurance: 1d100 ⇒ 53 Excellent (20)
Reason: 1d100 ⇒ 20 Typical (7)
Intuition: 1d100 ⇒ 39 Good (10)
Psyche: 1d100 ⇒ 98 Amazing (50)

Step 3: Determine the hero's variable abilities.
Health 80
Karma 67
Resource: 1d100 ⇒ 12 Typical
Popularity ?

Step 4: Determine the hero's powers.
Powers Available: 1d100 ⇒ 75

Power 1: 1d100 ⇒ 19 Matter Control - Water
Power Rank: 1d100 ⇒ 8 Poor (4)
Power 2: 1d100 ⇒ 20 Matter Control - Weather
Power Rank: 1d100 ⇒ 78 Incredible (40)
Power 3: 1d100 ⇒ 16 16's not on the table. Gonna say Movement since I've already got two Matter Controls already. Flight
Power Rank: 1d100 ⇒ 97 Amazing (50)
Power 4: 1d100 ⇒ 59 Distance Attacks - Energy Generation
Power Rank: 1d100 ⇒ 60 Remarkable (30)

Step 5: Determine the hero's talents.
Talents available: 1d100 ⇒ 22
Talent 1: 1d100 ⇒ 94 - First Aid
Talent 2: 1d100 ⇒ 23 - Acrobatics

Seems like this is a pretty good start to a character -- a weather-controlling flier who can chuck lightning bolts at foes. It all makes a lot of sense, though I'm not sure where the crazy-high Psyche comes from, but it's nice to have. I think I'll go with this.


That is why I was asking for no more of RM rank especially as new mutants.


I would rather that the hero made sense than having all kinds of randomness in the character and in their powers and abilities.


Terevalis Unctio of House Mysti wrote:
I would rather that the hero made sense than having all kinds of randomness in the character and in their powers and abilities.

Sorry. I got caught up in the spirit of it and seeing if I got some inspiration from the rolls. I'll write up someone with nothing over Remarkable


Terevalis Unctio of House Mysti wrote:
I would rather that the hero made sense than having all kinds of randomness in the character and in their powers and abilities.

But I have a concept for my hero: Famous Ancestor.

Incredibly bright high school student, with an interest in genelogy, traces his scandinavian ancestry back to small ancient norwegian village where a young Thor had a human lover in a fierce warrior woman, whose son is the head of his family line. Mutant has electrical and sound manipulation powers that are a reawakening of his long dormant Asgardian genes.


I think that works as an origin and I don't mind powers going up, that is partly what karma is for, but think of yourselves as the New Mutants or 05.


Pathfinder Adventure Path Subscriber

Sorry, didn't catch that post about limiting ranks to Rm.

Leveling up is generally slow in classic Marvel (especially since Karma is also spent for improving rolls). Are you planning to impose the "cresting" cost of jumping from one rank to the next?


Terevalis Unctio of House Mysti wrote:
I think that works as an origin and I don't mind powers going up, that is partly what karma is for, but think of yourselves as the New Mutants or 05.

You mean Xavier's Class of '05? I'll need to research that.


No, the original Xmen


Stalwart wrote:

Sorry, didn't catch that post about limiting ranks to Rm.

Leveling up is generally slow in classic Marvel (especially since Karma is also spent for improving rolls). Are you planning to impose the "cresting" cost of jumping from one rank to the next?

I am looking at the options


GM: Do you want to see all these rolls or the final product? Also - is there a fillable character sheet pdf anywhere that anyone has found?


There are no fillable sheets that I am aware of. Please take a look at the parameters I put for character building.


I had a crap day. Was gonna finish up character today. Will finish it before the weekend ends.


G-FORCE:




Jacen James “JJ” Howlett
Mutant – Telekinetic
--------------------
STATISTICS
--------------------
F GD(10)
A GD(10)
S TY(06)
E GD(10)
R GD(10)
I GD(10)
P RM(30)
--------------------
HEALTH 36
KARMA 50
RESOURCES TY(06)
POPULARITY
--------------------
POWERS
--------------------
TELEKINESIS – RM(30)
Power Stunt: PSYCHOKINETIC GRAB
Power Stunt: MANIPULATE OBJECTS w/RM(30) Strength/Agility
FORCE FIELD – RM(30)
TELEKINETIC FLIGHT – RM(30)
--------------------
TALENTS
--------------------
Biology (Mutant)
Aerial Combat
--------------------
CONTACTS
--------------------
OTHER ABILITIES
--------------------

I will have some backstory posted for JJ/G-Force soon!


Dotting for interest - never played the system but as a longtime Marvel Zombie it's always been on my radar, so might as well dip my toe in.

If your still taking concepts - couple of quick questions before I pitch and roll:

- In selecting Mutant as a Origin are we gaining the associated benefits/penalties (additional power, resources drop etc)? Just so I can factor that into the build :)

- Like Zen Gypsy am keen to know how we'll be integrated into the Krakoa status quo? Or is that something we'd potentially explore within the game? Curious so I can get a feel for where our fledging mutants views would stem from and responsibilities lie.

Cheers

Grand Lodge

Dot


Black Dow wrote:

Dotting for interest - never played the system but as a longtime Marvel Zombie it's always been on my radar, so might as well dip my toe in.

If your still taking concepts - couple of quick questions before I pitch and roll:

- In selecting Mutant as a Origin are we gaining the associated benefits/penalties (additional power, resources drop etc)? Just so I can factor that into the build :)

- Like Zen Gypsy am keen to know how we'll be integrated into the Krakoa status quo? Or is that something we'd potentially explore within the game? Curious so I can get a feel for where our fledging mutants views would stem from and responsibilities lie.

Cheers

1. Yes

2. I want to see back stories to see how they might fit into the theme.


Pathfinder Adventure Path Subscriber

I've been thinking on the random mutant I rolled up -- weather-based powers and flight, so very similar to Storm.

So, I'm wondering, why should Wolverine be the only* mutant who gets the clone treatment?

Perhaps way back when Storm was captured and regressed to childhood (see Uncanny X-Men #248), or when she was captured and re-aged in Genosha (see Uncanny X-Men #270), a sample of her DNA was taken and spirited away to a cloning facility.

Enter Tempest, a weather-controlling mutant who was created as Weapon S (Or Weapon O? For Ororo?) because really, why create another being with claws when you can create something that controls the freaking weather?

Anyway, I'm also seriously thinking of doing the X-23 thing and gender-swapping the clone from the original. Maybe call him Ro.

*I'm fully aware that other mutants have been cloned, but Wolvie is the absolute poster child.

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