| Quiche Lisp |
I own several M&M supplements, and I love the feeling of this game though I never got to play it.
I would be very interested in playing in a M&M game, M. CourtFool !
Ho, and Doctor Strange (70s era) and Batman are some of my very numerous favorite characters in the comic verse (but fear not: I wouldn't insist on playing look-alike characters to fulfill some deep hidden power fantasies of mine - I mean, probably not x-)
Ho, and John Constantine rocks too, mate (now, where did I put my pack of cigs ?) !
And that Elektra chick !
And King Mob (Let's immanentize the Eschaton, Jack !)
(Okay, I'll stop now. I won't even mention my absurd theory that superhero tales are the closest modern-day analog to Middle-ages heroic tales, with their recurring heroes shared among many authors).
| CourtFool |
Civil War
PL 8
March 1862. Ships made from steal were not the only technological advantages sought by both sides. Union and Rebel chemist worked feverishly to develop a concoction to make their soldiers faster, stronger…better. Both met with limited and rare success leading to the formation of a special team of these Special Soldiers. Can either side's team alter the course of the war or will they also fight to a stalemate?
The Great War
PL 3 evolving to 10
War. Humanity's worst vice. With each successive war brings more technological horrors to better wipe out the enemy. April 1915 saw the German Empire unleashed Chlorine gas on French troops. Nearly 90 men were killed. But not everyone was. Some gained supernatural abilities. The German Empire quickly experimented with the gas in an attempt to create their own Übermensch.
Pirates of the Caribbean
PL 5 with very limited powers
1640. Charles I of England struggles to maintain his privileges as King. Portugal ends the Iberian Union with Spain. Religious conflict grips all of Europe as the Catholics and Protestants battle for supremacy. Things are much better in the warm waters of the Caribbean. With a ship and few scruples, one can take what they want and live a short life of treasure and glory.
Prohibition
PL 5 with very limited powers
The Eighteenth Amendment has outlawed the sale, manufacture, and transportation of alcohol. A thriving black market erupts nearly overnight. Now rich thugs battle one another to control a monopoly over this and other illegal activities. Can you build an empire while fighting off rival gangs and corrupt cops?
These are just a few ideas I have been tossing around for a while. I am not sure my heart is in a straight up PL 10 campaign of your standard supers. I need some gimmick to intrigue my muse.
| P.H. Dungeon |
I've gmed lots of face to face M&M, and I briefly got to play in a M&M pbp, but it fizzled fast unfortunately. I'd like to play in one again.
I also ran some WWII era stuff. Our heroes helped liberate Paris from zee germans and their Umbermensch, and then later took the battle to Hitler who was based out of the wreck and an apemen starship that had crashed in Auschewitz. He had a cool alien tech battlesuite, although his henchman elastibear ended up stealing the show. Fun times.
| Zouron |
Personally I prefer The Great War to the other options and I can explain why.
Civil War: the american civil war I know very little about and my interest is about as big as my knowledge, sorry.
Pirates of the Caribbean and Prohibition:
Really I never liked playing villains, and the pirates could just as well be played in a d20/pf game so on these boards I think it is a bit of a shame to use this system for that era. Maybe that is just me :)
I don't have any good gimmicks to suggest right now, but if I come up with one I will suggest it :)
| CourtFool |
My concern with PL 6 is that it seems a lot of points without Powers to soak them up. I would consider PL 6.
When I say 'very limited Powers' that means they would be more like cinematic skills and not supernatural abilities. I am not talking Exalted here. I would allow Invisibility to Hearing as someone who is super stealthy, or someone Immune to unarmed attack as the giant pugilist.
| CourtFool |
I am already considering a PL 10 Fantasy campaign for a PBEM. With a set up like that, I would expect the characters to be Avatars of the gods. I would have to think of a reason for so many gods to be working together. I would also want the characters to be very themed.
I have also often considered doing something along the lines of Magic the Gathering. PL 10 would certainly be enough power for all the characters to be Planeswalkers. My MtG knowledge is rather limited though. And again, why are they all working together?
| P.H. Dungeon |
A fantasy one would be cool. I don't even think PL 10 characters would necessarily have to be avatars of gods. They could easily be epic heroes, demi gods, exarchs, immortals etc...
When my last D&D game got to around level 18 it was really starting to bog down and I was pretty tempted to just have my players convert to PL 10 M&M builds and go from there. However, I accidentally tpked them with a dracolich in the tomb of horrors, so I didn't have to worry about it.
| Monkeygod |
I'd be interested, but as has been said, for some odd reason, M&M games tend to die, often before they even get there first IG post...
So yea, I'd love to play, but I need to be convinced this will last.
Also, I haven't actually managed to play in one before, so I don't really no much about the rules and game play, though I can build a character.
I too agree that PL 10 isn't all that insanely powerful and would like to play at that level, but I would definitely not mind playing in a Prohibition Era, Mafiaso style game.
Chris Mortika
RPG Superstar 2010 Top 16
|
While any power level is fine, CF, I prefer PL 6 to PL 10.
But maybe a PL 8 Cyberpunk game? Or a historical game where we invest much of our points into organizations? So we're Prohibition mob bosses, each with our own gangs, teaming up against some greater menace. Fascists, necromancers, mole people.
| Umbral Reaver |
The system's mechanics tend to break down at power levels 5 and lower and 15 and higher. It's most balanced around 10. The further you deviate from that, the bigger the breaks.
That's not to say you can't run a game at those levels. It just takes more work from the GM and more careful management of what abilities the players are allowed.
| Monkeygod |
Chris Mortika, Umbral Reaver and myself seem at least some what interested in "mob adventures", with me being the biggest advocate.
Of course, I can easily just be the only one whose a mob boss, and play it more like a information network that just happens to do other illegal things on the side.
If that's ok with everybody, I'll make sure I don't do anything too illegal, mostly standard Mafia jobs, like protection, theft, money laundering, and depending on the time period, running speakeasys
| Umbral Reaver |
So, what's the 'source' for powers? If this is the 1920s, it might make sense for World War 1 to have been 'Weird War 1', rife with near-magical 'Tesla science', maybe actual magical New Orleans cultural mashup voodoo and so on.
If so, which side was first to use zombies in the war? Cajun voodoo priests or Eastern European necromancers? Did the fair folk help or hinder the British forces? :P
| Zouron |
depends how prevalent the "powers" are, they could easily still be mythical mostly, limited to extremely few people and not explicable by science (or if they are nearly impossible to be so). That's one thing I liked by about the league of extraordinary gentlemen (the movie that is as I never read the comics sadly), it was the few mythical with powers rather then the masses. It gives the ones with powers a bit of "we are the chosen/special/cursed/different/unknown variable ones". Of course it could have been weird wars as well just seems more a WWII.... but maybe that is because I am not as familiar with WWI.
| Monkeygod |
So we're looking at PL 8? And are we limiting overly superheroic powers at all?
I'm thinking maybe some minor mental powers, along with maybe some mimic abilities and shapechanging, though that might be based on skills n feats plus items.
Edit:
I could see PL 10, but with strong restrictions to Powers. If you do that, we'd probably end up a bit more generalized than hyper focused.
Just a thought.
| GSV "Yet more Gravitas" |
O love league of extraordinary gentlemen have the books the lot and did a little bit of work on the film (Digital submarine for DFX) with that time frame you get a lot of stuff, that Moor linked you, all the 18th/19th century stuff. Stage magic, mad Bio tech and Tesselaar and the john Carter of Mars stuff + Edgar allan Poe.
Im thinking of a HP Lovecaft kind of Hero, calling things from the beyond and a bit mad in the head.
@Monkeygod, Your right and when I have Gmed MM thats what I found but I found to get a party to work as a party/team/band having a group of generalized heros meant they acted alone most of the time. "o i can get into the warehouse alone no need for you guys" where as hyper focused as a team (if powers done right) meant they had to work as a team.
A stuff Gaurd, B get under door open C finds boxs D carrys them out etc.
You get the idea, Pl 10 is just over that limit and lower is to little to make any thing other than Hero's really nice if you want a James Bond kind of game.
| Umbral Reaver |
Example of a 'super skilled' superpower that I'm thinking of taking:
Silver Tongue
Mind Control
Power Feats: Subtle
Extras: Conscious, Insidious
Flaws: Duration (instant)
Drawbacks: Power Loss (requires speech)
Cost: 3 pp/rank
It doesn't permit ongoing mind control, but can persuade people to do things they wouldn't normally do for a short time (new save every round with a cumulative +1) but it's good for working like a 'force persuade' since the subjects don't realise they've been affected by a power and might simply consider their actions a lapse in judgement.
| Umbral Reaver |
Telepathy is a power.
Communication and Mind Reading are effects.
Effects can be used to make powers. Telepathy is a preconstructed power that consists of communication and mind reading.
Most of the powers can be reverse engineered down to the effects that were used to create them. Some are somewhat 'house ruled' to work the way they do, differing from the effects they are based on.
| GSV "Yet more Gravitas" |
I'm thinking
Reverend "Johnny Panic" and his "Bible of dreams",
a mad traveling Preacher man from who knows where, oddly young with a book older than time itself, he calls it his "Bible of dreams" - (Thinking dream lands HP Lovecaft) he has a very odd feel about him, but if you meet him, Johnny will offer to save your soul and show you thinks beyond your wildest dreams.
back story -
Johnny himself is an escaped dream made into flesh, so will have some odd immunitys - every lasting Younth of some kind
Magic 8
and
Summon (dreams) 8 (19pp) UpTo 5 Summoned beings at 120p (GMs build)
Power Feats:
Mental Link
Progression 2
Sacrifice 1
Horde 1/r
Dimensional 3
Flaw:
Feedback -1/r
Uncontrolled -1/r
Drawbacks:
Custom (Temp Madness) -1d8 off all action rolls wile using power -1
Noticeable -1
Feats
Fearsome Presence 8 (him)
The idea being if his dream horde is harmed he will suffer pain and even lose consciousnesses also he has no idea what will come and they may not go when asked to go hehe.
His item of power a and weakness is his book if dreams.
| Umbral Reaver |
One more of mine. You might see where I'm going with this. ;)
Malleate Will
Drain (single trait, will)
Power Feats: Subtle
Extras: Alternate Save (will), Insidious, Range (perception)
Flaws: Action (full action)
Drawbacks: Power Loss (requires speech)
Subtle and persuasive words make the subject drop their mental defenses, making them susceptible to further manipulation.
Cost: 3 pp/rank
I could drop them down another pp/rank by making them all sense-dependant (hearing). That would grant another save if they block their ears, making it less useful in situations where they're aware of the possibility such as combat.