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Back in the days of M&M 2E, Green Ronin released a supplement titled "Warriors & Warlocks" which I found to be interesting at the time. I looked it over and wanted to utilize it in a campaign, but never found the opportunity. It is, for all intents and purposes, fantasy role-playing using the M&M ruleset. Well, better late than never.
Characters would begin in a typical fantasy world with PL 6 heroes and work their way up. Now, PL 6 is certainly better than the average human (PL 2), but they are still "killable." They would be very heroic adventurers, kind of like Conan or Fafhrd and the Grey Mouser. Most of their powers would be very down-to-earth abilities, like heightened attributes and lots of feats (and there are plenty of new feats to be found in this setting). Truly super-powers would represent unique abilities or spells.
So, what do people think? Would this be something in which there would be any interest? If so, should we use the 2E ruleset, as intended, or should I strike it over to 3E?
One thing; this would be a lot easier if you have the Warriors & Warlocks supplement, but I think that I can manage to nursemaid through character creation those who are lacking it.

Dαedαlus |

To which, of course, the obvious answer is:
Play a dragon.
To get around the obvious RP problems that would entail, I’d need to have a "primary" human form, which could be handled by the Morph ability and a rank of the Metamorph extra. Between these, I would have a ‘master of magic’ human form, and a ‘natural’ draconian form (though not too big at the start- just a young dragon) that has all the things you'd expect a dragon to have. In-game, he'd be pretending to be a wizard, secretly hiding his true nature (more out of courtesy/avoiding conflict than anything)
My idea behind this is that dragons are exceptionally magical creatures, and in order to simply function, a huge amount of magical energy is needed to maintain their size, strength, flight, and other native attributes, so when they transform (for those that can), that magical energy is freed up, making them potent wizards.
Anyway, I figured I should get the go-ahead before I did too much work on him. What do you think?

Rednal |

I appreciate how easy Hero Lab makes it to make characters. XD I came up with a sort of mentor figure, specializing in sorcery (focusing on protections of various kinds, actually, rather than total reality-shaping or making enemies just explode or whatever), drawn heavily from the Magic Powers supplement for 3E.
I read some stuff in W&W and tried to lean towards the idea of magic being genuinely strange and "other", with practitioners being mysterious, troublesome, and rather hard to get rid of. For this game, the basic idea is someone who's hanging around to help the heroes and uses magic to aid them, but not to solve all of their problems, and might work well as a Gandalf-style quest-giver to kick-start the plot.

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@Daedalus: I'd like to keep it fairly simple, say... six players?
@Warsor: I'm also heavily invested in Hero Lab, both 2E and 3E. I'll probably do the conversion work and port over to 3E. As Rednal noted, it shouldn't be too hard.
@Rednal: I'm not opposed to the idea, but my only concern is making powers too overstrong (that is, if you make skills cheaper, you get more powers). Let me examine the consequences of such and get back to you.

Dαedαlus |

It'll take all the finagling I can manage with a relatively unfamiliar system, but I think I can manage it. (The Growth ability is my friend- it boosts both STR and STA but only costs as much as one would otherwise for some reason) I won't be able the most impressive dragon out there, but I think I can manage the basics.)
So, upon finding a few of the added Powers from Warriors and Warlocks, I have to ask if the Magical Mastery ability is allowed. It seems slightly powerful when compared to similar 3e abilities (namely Variable), though that is somewhat balanced by the comparatively long Action time. Is it allowed? It would be useful for my concept- I'm thinking about going with a primarily blasty-type mage, but having utility options would be nice as well.
Also, is it going to be an established fantasy setting, or something homebrew?

Rednal |

How fantastic do you want it to be? The SoP Wiki has some randomization tables that can provide interesting results if you want something more than by-the-book general fantasy. It'd need to be hammered on a bit to make it fit with M&M instead of Pathfinder, of course, but that shouldn't be too hard. XD

Rigor Rictus |

I'd be very on board for this idea. I have that supplement as well, and pretty much everything you said about it goes for me as well; I liked the idea, wanted to use it, but never really found the opportunity.
I like the way it provided for a lot more options than a traditional fantasy game. One of the example characters was a human, merged with a storm giant against his will, ending up with super strength and lightning powers, but it works (he's PL 10, so our guys would be lower profile than that). He's a lot like Thor of the MCU in practice. And M&M allows that flavour much more easily; demigods, master mages, immortals, werewolves, monster PCs, and all sorts of other stuff that does not work smoothly in a traditional level based RPG are childsplay for M&M, as they all balance by Power Level.
I'm fine with 2e or 3e, as I have all the books for both. There are some aspects of 2e I like better (you can make much more specific powers), but 3e has some nice simplicity and standardization going for it.
Well, something that fits, but not too well, I really prefer to play the oddball, fish out of water type in a fantasy game. One of my favourite characters was a pathfinder android alchemist/gunslinger from offworld. Had a lot of fun with him. I could see doing something similar this game...
1.) An android from a lost civilization. Found by adventurers exploring a lost city. He was reactivated by one of them. He has no memory of where he came from, but detailed scientific and mystical knowledge that does not line up with current understanding of either. He plays out like a mad super-science invention type character. His "magic" would be out of place technology, like guns and explosives. Tech in a fantasy game is not everyone's cup of tea, so if it doesn't fit, feel free to veto.
2.) An eldritch abomination. A cult offered up a virgin sacrifice to their dark God, but instead of devouring her as he did all the others, this one came back, pregnant. The child that hatched out of the mother was half mortal, and half something else. Growing up he rejected his role as the cult's chosen one, choosing instead to blaze his own path. Plays kind of like a Hellboy character, but with more of a cthulian spider/tentacle vibe than devil.
3.) Pure Psychic. This a guy who for reasons unknown to himself developed classical powers of the mind; telekinesis, mind reading, telepathy, precognition, etc.

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Just an FYI (not a requirement), if anyone is intrigued enough to want a copy, it is available on Drive-Thru RPG

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Hee. It's been so long I was still off the boards when this was going on. Lucky me? ^_^
Yes! Let us have this. I still have a M&M concept that I made into a character but have yet to have it tested, so this should be good.
If converting from 2 to 3 is a large obstacle, we could keep it in 2, and I could put some feelers out for ppl who know that edition.

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Going to be a little bit longer in production, as I'm still tweaking the map. Most of the conversion work is done now and I'm working on cleaning up and defining aspects of the world. I noticed that I forgot to provide a list of deities (important in a fantasy campaign), so I have to define those as well. Please be patient as I want to give you the best experience possible and I am creating a world (even if only detailing a tiny part of it) from scratch.
Here's a tidbit to keep your appetite whetted.
The map (which has been updated), shows only a small portion of one continent of the entire world. For your edification, details about the planet are given below, though most inhabitants have no idea of these facts. Most of them don’t even know the name of their continent or, in some cases, the country they inhabit.
The planet, as noted earlier is called Theria. It orbits a G4 star and is 11,873 miles in diameter (about 1½ times the size of our own Earth). The planet is 73% water and has two moons., These moons have different names depending on whom you ask, but the local human names for them are Dax and Kestor, named for two mythological heroes. Dax is the larger of the two at 2,052 miles in diameter (slightly smaller than our own moon) while Kestor is a mere 752 miles in diameter. Dax takes 28 days to complete an orbit around Theria and Kesttor orbits at the rate of 16 days. It is rare, though possible for both moons to be full or new at the same time.
There are 25 hours in a day, and 30 days in a month. Each month is divided into five six-day weeks. Theria’s period of orbit is slightly slower than our own and there are 420 days in a year (14 months). The planet has a 24o axial tilt and the seasons and general climate are similar to those of Earth.
There are four continents; the largest being Gariss, where the campaign is based. The other three in decreasing size are Peloré, Fretia, and Cardera. Gariss stretches the length of the planet and ranges from subarctic tundras to steaming jungles.
The vast majority of the inhabitants of Theria are human, but while humans are the most dominant species on the planet, they are far from the only intelligent life. In addition to the “civilized” races of humans, elves, dwarves, halflings, gnomes, there are also the felna, the canids, the ursa, and the lizardfolk. Also prevalent are half-elves, half-orcs, and half-ogres. Then there are the “bestial” races; orcs, goblins, kobolds, ogres, hobgoblins, trolls, and gnolls. In truth, who is to say which grouping of peoples is civilized and which is the savage?
Magic is, of course, well-documented on Theria, and in most even places is an accepted, if somewhat rare, fact of life. Those who practice magic, be it arcane or divine, tend to be a rare breed. Not everyone has the aptitude. Where almost anyone can learn to wield a sword or devote themselves wholly to a deity, the ability to command reality-bending forces is a gift that relatively few possess. Even among those who do have the potential, most are at best hedge wizards and illusionists. It takes time, training, and dedication to unlock the secrets of the mystic arts. Elves, half-elves, and humans seem most likely to have the gift, though arcanists of other races are not entirely unknown. Elves also have the advantage of having several lifetimes to hone their craft.
Deities on Theria are quite real and often involve themselves in the affairs of mortals. Most frequently, they do so through mortal agents in the form of men and women who wholly dedicate themselves to the worship of a single divine being. These priests act as agents of the divine, conveying their will to the masses. In exchange, they are granted special abilities and magical powers for their dedication and service.

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Another tidbit for you to mull over. This time, a handful of the gods and goddesses that preside over Theria. This is not nearly all of them, just a few (there are 22 in all).
Acina, Goddess of the Harvest
AKA: The Green Goddess
Pronunciation: Acina (ah-SEE-nah)
Appearance:[ A human female in a simple peasant’s chemise, her hair braided with grape vines.
Vestments: Peasant clothing of good quality.
Duties: Defend against any threat to the community’s ability to grow its food and to preside over seasonal ceremonies.
Colors: Brown, green
Symbol: A sheaf of wheat
Portfolio: Agriculture, plants, weather
Asura, Goddess of the Dawn
AKA: The Dawn Star, The Golden Goddess
Pronunciation: Asura (ah-SURE-ah)
Appearance: A human female in golden robes and an abundance of golden jewelry.
Vestments: White robes with gold trim.
Duties: Ensure that the flock appreciates her virtues. Abhor and vehemently oppose undead.
Colors: Gold, white
Symbol: The dawning sun
Portfolio: Light, the dawn, the sun
Brelara, Goddess of Love
AKA: Heart’s Desire
Pronunciation: Brelara (bray-LAR-ah)
Appearance: A scantily-clad male or female of whatever the viewer is most attracted to. Her natural form is an elven female of perfect proportions and unearthly beauty.
Vestments: As little as comfort and safety will allow (nudity is not uncommon).
Duties: Promoting love whenever possible, especially by removing obstacles to such. Priests must be married to advance in the church hierarchy.
Colors: Red, white
Symbol: A stylized red heart
Portfolio: Love, charms
Estoc, God of Magic
AKA: The Mage, The Sage
Pronunciation: Estoc (ESS-tok)
Appearance: A mature human male with a long beard and pointed hat, often carrying a tome.
Vestments: Blue robes with silver trim.
Duties: Preserve libraries of magical information and encourage the exchange of magic between arcanists.
Colors: Blue, silver
Symbol: An open tome
Portfolio: Arcane magic
Irasil, God of Mischief
AKA: The Trickster, The Jester
Pronunciation: Irasil (EAR-ah-sil)
Appearance: Whatever guise he most feels like at the time, seldom appearing in the same form twice.
Vestments: Bright and colorful outfits.
Duties: Show people the lighter side of life. Pull pranks against both friend and foe (though these often take a darker turn towards enemies).
Colors: Red, yellow
Symbol: A jester’s hat
Portfolio: Mischief, trickery, illusion

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Okay, I have been asked for one more tease, so I present to you the races from which you may choose:
Canids are wolfmen hunters with strong pack instincts and a reputation for being relentless when on the prowl. They have a strong sense of loyalty to friends and family and would be hard-pressed to betray such, even under duress. Canids stand almost 6 feet tall, weight in at 200 lbs., and typically live to age 65.
Dwarves are a warrior race known for their skills at the forge and ferocity in battle against their race’s traditional enemies. Shorter and more compact than humans on average, Dwarves are also dour and taciturn and are known for their exceptional resilience (both on the battlefield and in innumerable taverns). They tend to be about 4½ feet tall, weigh around 170 lbs., and live longer than humans, reaching old age at about 325 years.
Elves are possessed of greater insight and beauty than the short-lived humans that surround them. The willowy Elves are also usually strong wielders of magic, and never one to be underestimated in any woodland setting. Elves typically stand 6½ feet tall and weigh about 150 lbs. They do not age, being immortal.
Felna are savage hunters and terrible warriors. These kings of the jungle brook no insult to their tremendous pride. They seek to avenge every insult, perceived or actual. They live fast and fierce lives, and few reach old age. Felna stand an average of 5½ feet, weigh around 150 lbs., and typically live about 55 years.
Gnomes are small, but industrious, and the gnomish breed make up for their lack of physical stature in their sheer resourceful cleverness. More in tune with magic than the Halflings they can be mistaken for from a distance, Gnomes frequently have minor magical abilities. They tend to average about 3 ft, in height, weigh about 60 lbs., and typically live about 120 years.
Halflings are jovial and friendly, far more than just humans writ small, though their manner and cultures in some settings may reflect humanities eccentricities to a great degree. Their simple and (usually) optimistic natures are often mistaken for weakness, a mistake more than one enemy has regretted. Halfling are deadly precise with ranged weapons. Most stand 2½ feet tall, weighing in at 70 lbs., and live to an age of about 100 years.
Lizardfolk all share the same noticeable characteristics—cold-blooded, scales, fangs, scales, a generally foul disposition, and (of course) scales. As cold-blooded creatures, they grow sluggish in extreme cold and thrive in intense heat. Lizardfolk average 5½ feet tall, weigh about 230 lbs., and live as long as 80 years.
Ursa are distantly related to bears. As large and intimidating as their relatives, Ursa also have reputations for sharing their tempers with their country cousins as well. They are, in fact, quick to anger but are also quick to forgive. A typical Ursa stands 7 feet in height, weighs 325 lbs, and will live to about age 85.
Half-elves share some of the traits of their elven parentage, most notably the low-light vision and attractiveness. They tend to be very skilled at Persuasion, a skill they have plenty of opportunities to perfect, as humans tend not to understand them, and elves want little to do with them. Half-elves ranged the same heights as humans, but tend to be slightly less heavy, and may live as long as 200 years.
Half-ogres are fortunately very rare; pity the poor human woman who must bear one (most are birthed by ogres). They are crude, dumb, ugly, and strong. Half-ogres stand 7 feet tall and weigh about 300 lbs. They may live as long as 50 years, though most die much sooner as a result of violence.
Half-orcs are only slightly less rare than half-ogres. They are as hardy as any dwarf and quite strong for their size. A typical half-orc stands 6 feet tall, weighs 210 lbs., and will live for about 80 years.

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Yes, but what I want to know is, do Lizardfolk have scales??? I was promised MOAR SCALES!
Also, you know that I've had a long tradition of having half-ogres have romantic backstories.
So, no chance of Dhampir then?