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Old Mar 13 '12, 9:37pm
Groqx's Avatar
Groqx Groqx is offline
Ancient Legendary Wyrm
 
Join Date: Feb 2010
Location: Maryland
Posts: 2,808
Age of Heroes

Age of Heroes - Forum
Mutants and Masterminds
Estimated Members Requested: 5

This game is closed for new applicants.

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.

Game Description:

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.

At the beginning of the game only a few others besides these five have powers in this world, set in current-day America. They will face government agencies (foreign and domestic) trying to control them, super villains trying to control the world, a public afraid they are too powerful to be free in society, and possibly even the adoration of public supporters…all while discovering how to use their powers without hurting innocent civilians.

We will role-play the discovery of the character’s powers that will start at PL10 with 150 points to use for character creation. In addition to those 150 PPs, all characters begin with the following 15 more points of advantages and powers that everyone affected by the event possesses and all have in common. More points can be spent above these to improve them further. These 15 points are allocated as follows:

Advantage: Attractive 2

Powers: Immunity 3: Age, Disease, Poison. Senses 5: Darkvision, Extended Vision 1 (x10 range), Microscopic Vision 1 (Dust Size), and Extended Hearing 1 (x10 range), Quickness 2, Speed 3.

In addition, the event will change the characters even further in terms of morality. It will create heroes as well as villains. But we will see how things turn out in the end.

There will probably be approximately a 60-40 mix of role-play to combat and much of this depends on the players.

I am looking for adult/mature players who are willing to play their characters as if they are real in the world and not simply in a comic book universe. Just like in the real world, bad things sometimes happen to good people, and to innocent people.

For those without powers in the world this will be a far more deadly game than the standard MM3e rules allow. A broken limb could take 6 or more weeks to heal for a normal person. A bullet to the chest will kill a normal person or might take a few months to recover from. But the heroes (PCs) and the NPCs and villains with powers will use the standard MM3e rules for recovery, which will represent a standard power (no power points used of course) for all those directly affected by what the characters discover on day 1.

Some of the scenes in the game may be disturbing and upsetting because I will not be holding back on descriptions of battle carnage and the evil nature of the super villains…as well as those normal criminals that the heroes may face. I will have villains that people will love to hate as well as NPCs whose nature will not be readily apparent. This is not a four-color world.

We will begin the adventure in today’s world (in as much as this is a super hero game) and on Friday August 5, 2011. Here there are no hand-held blasters, no teleportation devices, no anti-gravity vehicles…until and unless they are created within the game as we go along. At first, when we start the game, if there is a device that exists in RL then it likely exists in the game.

Power Limitations: No magic-based characters. No mind control or time travel powers. No dimensional travel powers and no gadget based powers. No undead characters. Remember that your character will gain his/her power on day 1 of the game.

Complications: All characters must have the Motivation complication of either the Doing Good or Responsibility. You will not need to describe this compulsive complication at the beginning of the game but it will become a part of your character’s persona as we go along. Your characters will be heroes and will act accordingly when the situations present themselves.

Please allow other player’s their archetype niches. I will choose the best of each archetype, but I prefer players who can think outside the box and show us something unique and interesting. No fantasy based, alien, or extra-dimensional characters since these do not fit the game’s premise.

Character creation considerations: Be careful of what powers you choose and consider how your character’s life will change with those powers. This is not the Marvel or DC universe.

Detailed and convincing character backgrounds are necessary for consideration as approved characters. Such backgrounds cannot include how your character became a superhero since this will occur in-game. I prefer characters with social ties to the world; characters with families and friends. I do not like lone wolf types as they may distract from the nature of the game. I will permit only one such character if any at all.

I will likely draw from character’s backgrounds to add a certain visceral realism you might not find in other games. Your character’s niece or nephew, grandfather, or even his recent ex-girlfriend might become an NPC. This game is not for the faint of heart and weak of mind.

For clarification, the game system is the Mutants and Masterminds 3rd edition
Hero Lab in .por format preferred (but not necessary).
Maximum number of players: 5
Application Deadline: When all five slots are filled.

Commitment: 2-3 posts per week preferred, more if possible

Feel free to contact me with any questions but I prefer to have all questions on the board for everyone's benefit.


Last edited by Groqx; Mar 17 '12 at 7:59pm.. Reason: Change of Title
Where in the state do you actually mean by "central Maryland" that our characters should be from? I'm trying to iron out details in my character's background and that tidbit would be good to know.

EDIT: Nevermind, I just reread your story and saw that home is Catonsville, MD.

Quote:
Originally Posted by Groqx View Post
Seems like it would work just fine. It's your choice, really, how far you want to go. But permanent wings could pose a problem for the other characters who may want to blend in. Take a careful read of my advert before making your decision.
I do see it as being difficult to blend in as a group, but the question becomes, what gives for a more interesting RP experience, playing out those difficulties or avoiding them?

I don't intend to hamper the group, but as I think on it more and more, I'm really getting into the idea. I was told awhile ago to play my character, not cripple them. I've been thinking on that as I consider the permanent wings in such a social situation but really, unless we dive immediately headlong into the capes and cowls, I imagine our identities will be discovered at some point, unless we've a bunch of subtlety...

The current thoughts swimming about my brain are whether I should follow through with submitting a perma-winged character, risk causing issues for the group, and therein rejection on that reasoning, or whether I should suck it up and change my mind, maybe throw in illusions to conceal them or make them summonable instead.

.... I reeeeaaally like the potential lifestyle changes, societal impact and allowances that will be required of having such a notable and drastic alteration. I'm heavy into character-changing game choices, and this presents with plenty of opportunity.

The question is, would other players be inclined or disinclined to co-exist with such a being?

Thoughts?

Quote:
Originally Posted by Corellon View Post
Where in the state do you actually mean by "central Maryland" that our characters should be from? I'm trying to iron out details in my character's background and that tidbit would be good to know.

EDIT: Nevermind, I just reread your story and saw that home is Catonsville, MD.
In and around Baltimore Md. Baltimore County, Howard County, Carrol County...or somewhere else nearby. thanks for asking.

Quote:
Originally Posted by Keramane View Post
I do see it as being difficult to blend in as a group, but the question becomes, what gives for a more interesting RP experience, playing out those difficulties or avoiding them?

I don't intend to hamper the group, but as I think on it more and more, I'm really getting into the idea. I was told awhile ago to play my character, not cripple them. I've been thinking on that as I consider the permanent wings in such a social situation but really, unless we dive immediately headlong into the capes and cowls, I imagine our identities will be discovered at some point, unless we've a bunch of subtlety...

The current thoughts swimming about my brain are whether I should follow through with submitting a perma-winged character, risk causing issues for the group, and therein rejection on that reasoning, or whether I should suck it up and change my mind, maybe throw in illusions to conceal them or make them summonable instead.

.... I reeeeaaally like the potential lifestyle changes, societal impact and allowances that will be required of having such a notable and drastic alteration. I'm heavy into character-changing game choices, and this presents with plenty of opportunity.

The question is, would other players be inclined or disinclined to co-exist with such a being?

Thoughts?
Thoughts? For one, I value quality role-play. Know that there will be significant challenges and you've already envisioned most of them. If you are up to pulling it off...God bless you.

We can always clip him if need be :-D

The question would be would the other players accept it and be prepared to have the concept impact theirs. In my case I see no problems but other players might not approve of getting them in trouble because "you reaaaallly wanted wings"

Hmmm... rather then built a teleport power you may not like can you tell us at least the minimum build you would like for a group teleport?

A mentalist could make other people forget they saw him

Here's the deal with such things: when played properly, it can be a lot of fun. You'd have to have some way of at least interacting with society as you don't want to spend all your time in a cave. Look at the Angel in early Marvel for inspiration; he had to go to great lengths to hide his wings and did so if only to go outside and do things in the world.

The flip side? When overplayed, it can really be a pain. If every single action is 'this is going to be a big problem, how will this freak everyone out' it's usually a sign that it's overdone. As in, you can't go anywhere or do anything at all. Being completely unable to exist in society is usually what makes things rough. From personal experience, that is what ruins the game for the others.

Idea? It's a GM call. Since you'd be learning about your powers anyway, play the winged person the way you wanted to at first. If it's determined that said thing is a pain, alter your character's stats later on to make them retractable. In game, you 'fluff' it as a 'mutation' of some kind or a power you never knew you had before.

@Groqx: I read your comments in Game Notes and completely agree, it makes this game more interesting if the characters' "gifts" came with consequences more mundane (in a way) than a bullet to the head. I happen to have a few ideas along the lines of Keramane's dilemma, I'm a big fan of Byrne's Next Men and both old and newer varieties of the New Universe.

I have an idea for a character who powers are gravity based. Basically thinking move object with damaging attached. Also could be the teleported guy. Using his gravity control to rip wormholes or what have you.


Background: Karla Schmidt was born and raised in the Baltimore area. Her father is an architect, and her mother a marine biologist who works at the National Aquarium. She picked up their interest in logic and math, but was not their raw talent. While not a slouch in the brains department, she was always better at softball and other sports rather than schoolwork.

That being said, she did enjoy school and it was always assumed and understood that she would go to college. She loved the area and wanted to stay near her family, so chose to stay in-state. She attended Johns Hopkins University, eventually deciding on a major in Computer Engineering.

Finishing her undergraduate degree in three years at the age of 20, she realized that she didn't really have a plan for what to do with her life. Like a handful of other college students she managed to put that annoying decision off until some other time by moving straight on to a M.S. degree in Computer Science from the University of Maryland.
After she graduated in 2008, she went to work as a computer programmer for the Department of Defense at Ft. Meade. She is now 25 and lives in a small townhouse in Laurel, one of the many suburbs between Baltimore and Washington. She continues to play in a local recreational softball league, and often goes hiking in the mountains or into D.C. on the weekends. She still doesn't have her life planned out, but she has a secure job that she likes and that's enough for now.

Description: Karla is a brunette with brown eyes and lightly tanned skin. She 5'7" and 130 lbs. with an an athletic build. Her ancestry is primarily German, but her eyes have a slightly exotic look thanks to her Hawaiian grandmother.
Powers: When her powers manifest, she gains the ability to transform her entire body into that of organic crystal by concentrating. Her new form closely resembles sapphire (thus her to-be-chosen moniker), and drastically increases her strength and toughness. When she transforms she increases in size as well as density and stands 6'8" and 1040 lbs. Her crystal form is usually some shade of blue, although she sometimes appears purple, pink, or even greenish depending upon the ambient light (sunny vs. cloudy daylight, incandescent vs. fluorescent, etc.).





 

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