Age of Heroes
Age of Heroes - Forum
Mutants and Masterminds
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Here are some minor changes to the Game Description below:
1) Abilities that are tied to defenses are capped at the starting PL of the game: 10. Same goes for all defenses.
2) I would like all PCs to have an original form the same as their pre-event form. This means that Johnny/Jenny still looks basically like Johnny/Jenny (except the +2 Attractive advantage). He/She could gain mass, loose mass, gain age, loose age, but he or she looks basically the same. The character may change form at will or something into a heroic form that may not pass as human, but should be able to generally pass for a normal human with no (or minimal) effort at disguise when in his or her normal form. It may be that the heroic form is the norm and the character has to force a change into his or her pre-event form...that's fine too. Alternatively the character just gains powers and does not have to worry about changing forms.
A small group of friends are on vacation together (with their families: Optional) near the Dinosaur National Monument in Colorado. On their way home to the East coast they encounter something that will change their lives and the world forever. Suddenly they are endowed with super powers previously relegated to the fictional realms of comic books. What they find also has global and political implications beyond the matter of granting the PC’s and a few others their powers...and no, it is not a cosmic cube, control rod, an alien craft or artifact.
Last edited by Groqx; Mar 17 '12 at 8:59pm.. Reason: Change of Title
It's just that earlier you were talking about character archetypes/niches...and, well...defenses are a major part of that. Powerhouses and Paragons tend to have higher than average toughness balanced by lower than average dodge/parry since they take big hits and shrug them off (making Power Attack/Improved Crit useful). Speedsters, Crime Fighters, and Martial Artists tend to have great dodge/parry and lower toughness (thank you, Accurate Attack ). They're really hard to connect with, and that's why they hang around for so long, but hey, when you hit them, they crumble. That was my idea with Jean...he's not as tough as Superman but he's really good at blocking; better in fact than most people. His whole idea is to avoid getting hit because if he does it'll really smart!
You get the idea; people take defenses into account as a major way of building their character because defense is a major part of the person's niche, role, etc. That's more or less the Mutants and Masterminds system, not the actual setting. The rules/settings/characters, etc take all of that into account and it explains why Superman can take a hit that Batman would rather dodge.
Again, this is your setting, your rules, and your idea. I'm perfectly happy to go with it. I'll adjust my defenses accordingly; I want Jean to be hopping, tumbling, and twisting like a martial artist anyway so I'll probably make everything a ten since he should be quick on his feet.
All I'm saying is that I think players have a right to be surprised since this is a big departure from the normal rules of M&M and thus changes the 'typical role' of each character. If the Superman niche guy can take a hit the same way that Batman can, then obviously a player will want to alter the rest of the way he is designed. People aren't whining as much as they're double checking something that isn't a normal part of M&M.
Not trying to be bossy here as I'll go with what you have, but does this at least make sense?
Are there any other house rules (no matter how minor) that we need to work with that you may not have mentioned already?
Occupation: Journalist working for the National archives and the Smithonian
Height: 5' 8"
Weight: 120 lbs
Date of Birth: Apr 1, 1985
Place of Birth: Born in Nashville, TN.
Education: Master's Degree
Concept: Defensive/Teleportation based powers
Powers: (Her ability is an elaborate version of Portal the game)
Beatrice's power is structured around completely different dimension called subspace, with her as the center point. One can enter subspace from reality through the portals she creates, and items can be stored there. This means Beatrice is constantly carrying all of her needed items with her. She can currently fit several thousand lb worth of material in her subspace dimension. Laptops, cameras, food, water, cloths, guns, explosives, birthday cards, umbrellas, she can store quite a bit in there. This makes her a fairly good thief and smuggler, as no one can pad down what is stored in her personal space, but she is a nice southern girl with a good upbring. She has never shoplifted anything.
One of the key property of her subspace is: two portals can be completely adjacent in subspace but open to different points in reality. What the Delta investigator failed to realize, was that Beatrice's powers was far from just storage. She can use the portals to perform short range teleport. Even change the direct and velocity of her exit. These portals also allow her to easily deflect attacks aimed at her by channeling them through two subspace portals. Beatrice can generate subspace portals as fast as she can think, which mean reaction time is key for her defense. The subspace portals can channel objects, force, and energy, allowing her to even partially nullify explosive shockwaves.
Beatrice is a Journalist, and she spends alot of time reading. She has almost photographic memory and can produce quite a bit of trivia that no one has any reason to remember. She is also quite good with computers. She is good enough to go around online using a proxy that can't be traced back to her, or hack into security systems. Beatrice is an amateur journalist, and her investigative work isn't shabby either, so most of the time she does her investigation through the web. She knows 5 different languages and has no problem when traveling abroad. She is a good judge of character and has a knack for sniffing out lies. Being brought up in the south, Beatrice was taught to shoot a gun at a young age. She can handle a pump shotgun with ease and isn't afraid to point it at a bad guy.