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Arcem Heroes
Arcem Heroes - Forum Mutants and Masterminds 2e Estimated Members Requested: 0 Who's up for a game of Mutants and Masterminds 2e? I'm relatively (not entirely) new to the rule set, but I'm an experienced Game Master and I'm really enjoying the games of this that I've run.
Game Description:
"Ladies and gentlemen," says the man on the television screen, "I'm afraid... afraid that the rumors are true. The body of the Iron Knight, leader of the Arcem Regiment and champion of our fair city, has been identified. Our greatest hero is dead. And the rest of the Regiment is gone. Missing, presumed dead." You have been selected to become a member of the Arcem Regiment. And, on the back of that piece of paper, a map leading to a small house in the Arcem downtown... ----------------------------------------------------------------------- What is this? This is Arcem Heroes, a Mutants and Masterminds 2e game. What kind of setting is it? Near-future. No alternate histories or anything. Superheroes first appeared in 2014. Since then, all kinds of crazy stuff has happened - alternate dimensions, magic, aliens... think Silver Age comics. What kind of flavor are you going for? Somewhere between the Silver and Iron Ages. The villains will be crazy and sometimes goofy, and they'll mostly get away to fight another day, and there'll be a very low mortality rate. But this isn't to say that there won't be any seriousness or death or actual beating-the-villain. Think Batman: Knightfall or the Ultimate Marvels. What are the rules for character creation? Standard PL 10, 150 power points. What sourcebooks are available for use? Just the core and Ultimate Power. I might accept heroes using other source, but it's highly unlikely. What kind of characters are you looking for? Good guys only, please. Heroes. Or, at the very least, anti-heroes. If you want a guideline of how villainous you can get before I rule you out, think DC's Anarky. What story elements are required when creating a character? All characters should either be from Arcem or have lived there for several years, preferably acting as a vigilante hero of some repute - hence your recruitment. Other than that, go nuts. Want to make up an entire section of Arcem? Go right ahead. Want to make up a supervillain to act as your archnemesis? Sure. Want to make up a super-science company that your character's father owns? Do it. Arcem is left purposefully vague for the moment so that you have a chance to make the world your own. Your character should also be willing, if not eager, to join the Arcem Regiment. This is the most prestigious super-team worldwide, so there's really no reason that most people would want to refuse unless they're someone like the Punisher. What's this game going to be about? The characters are second-tier heroes - not weaklings, but not the ones that sell thousands of action figures, either - who have been called up by person or persons unknown to take the place of the missing Arcem Regiment. The Regiment's old enemies are rampaging through the city, and it's up to you to put a stop to their dance of destruction. That's the immediate story, anyway. There will be more, but that's all I'm saying for now. ----------------------------------------------------------------------- APPLICATION RULES - Characters must be PL 10 and use no more than 150 power points - Ultimate Power has the final ruling on all power abilities and costs - Sheets must be finished before you will be admitted into the game - Include a brief backstory, physical description, the usual - BE INTERESTING! I'll be choosing which heroes to admit to this based on how much I like them, so make them as cool as you can. - Run your posts through a spellchecker or something, please. I'm not exactly a grammar Nazi, but seriously - this is play-by-post. That means that we rely on each other to write well. If you can't take ten seconds out of your busy day to get rid of obvious and easily-fixed grammar and spelling errors, you don't have enough time to be on the site. Submit your character applications in this thread.
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"Innocence is a wonderful thing, except for the fact that it's impotent. Guilt is power. Only the damned can be saved." - Stephen R. Donaldson, The Chronicles of Thomas Covenant the Unbeliever |