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Mutants and Masterminds

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  • #38679
    HeavyDevil
    Participant

    Hello all! Its been a very long while since I’ve posted. Mostly because of school I’ve been swamped, but now that I’m free I hope to join the community again.

    In any case, I’m planning a mutants and mastermind campaign for my friends here in Canada. But, rather than just letting them choose all there powers and what-not, I’m designing an adventure where they all get there powers for the first time in-game. That said, I was wondering if anyone had ideas for origins related to specific powers, like being bitten by a radioactive badger, or gaining an absurd amount of inheritance.

    I’d love any ideas, and its great to be back!

    My other name is Rosswell

    #38697
    Doug
    Keymaster

    Will they all be getting their powers at the same time from the same source? Are they going to be normal people? Scientists? Soldiers? Astronauts?

    What kind of tone will you be going with? Funny or serious? Pulp or realistic?

    General Manager of the Central Florida Ghostbusters
    We're ready to believe you! | (321) 209-2020 | Twitter: @GBResurrection

    #38698
    Arkais
    Moderator

    I’ve had an idea in my head for years about a guy who is abducted and experimented on by two different (and opposing) aliens who both modify him to be a sleeper agent for their eventual invasion of Earth.
    This gives him two different power sets that don’t work well together (or with his human physiology sometimes), plus it sets the story up for secret invasion style shenanigans, monster of the week style fights with other ‘experiments,’ and a multi-faction war of the worlds later on.

    My specific idea for the character’s powers are
    1) Transforming into a matter consuming ooze (Just think The Blob)
    2) Energy manipulation (highly unstable at first, ie. trying to blast an enemy is just as likely to take out the scenery behind him and send him flying from the recoil, noisy cricket style)
    Plus his powers evolve and change as the weirdness the aliens did to his body starts to stabilize…

    "You'd be surprised how many calories hedonism burns."

    #38699
    HeavyDevil
    Participant

    My plan so far was for the first session to be where they all get there powers at the same time. I’ve been writing it as all the characters attending or working at the opening day of a super hero museum. There are a series of different rooms dedicated to different superheros and objects, like a room for super science or mystic artifacts. The players don’t know what each of the rooms are until they enter them, and don’t know what powers the objects will give them until they activate them. That way everyone has a jumping off point, as well as being able to play through their origin. The idea was one of the most fun parts of super heros is watching them get and then deal with their powers.

    I also thought that the series would start out as fairly light-hearted. Sometimes with games like this my stories have gotten way too dark, way too quickly. I tried playing the pokemon rpg when pokeballs of steelix first came out, and it quickly became pokemon jurassic park because we went fairly serious.

    My other name is Rosswell

    #38706
    Garayur
    Participant

    Personally I am of a fan of taking a narrow power to its extremes or an oddly worded power to its maximum definition. If the power comes with drawbacks all the better. In the Alcatraz Vs. Books the Smedry family have powers such as arriving late, dancing really badly, or being really good at tripping and falling. These end up translating to arriving late to things like bullets, or pain, uncontrollable combat skills in the presence of music, or tripping to avoid danger without having to be aware of the danger. Along that line abusing curses to your advantage can be fun, especially if it has an until which can undo it to act as a weakness.

    Steam: Garayur
    garayur.tumblr.com
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    #38714
    Doug
    Keymaster

    You know what would be funny? Having your players go to that Super Hero Museum, visit each room, and NOTHING happens. Each new room, the players will think “Oh, THIS must be the one artifact that gives us powers!” and then the tour guide tells an amazing backstory about the exhibit. And the players think “Here it comes!” But nothing. They’ll ask if they feel strange. If anything is glowing. But nothing. Perhaps the museum is using a special kind of technology that shields vistors from the effects? Maybe the artifacts are “too old” or just “out of juice?”

    You go into the next room. It’s an even MORE interesting artifact with an even COOLER history. Same thing again. Keep them in suspense for as long as you can. Maybe they’ll even try to stake their claim on things they think will give them powers. “I’m SO going back to that room later on!”

    Then. Once they least expect it… BOOM! An explosion ROCKS the museum! A massive hole in the wall! Sunlight and dust pour in! Then your main villain enters with his/her henchmen! It’s a heist! They plan to steal all the amazing artifacts and use them to become the ultimate superhuman! They start breaking (or re-charging) the artifacts, causing them to glow with power!

    From here on out, you can do almost anything. If you want, you could even randomize who gets what power. This would be particularly interesting if each player assumed they’d somehow get to choose, and were looking forward to one particular power, but end up with the opposite. They can find themselves with powers they didn’t want and suddenly have to stop the bad guy. This could be especially interesting if the characters don’t even know each other to begin with. They’re just tourists on the opening day of the museum. Different walks of life. Almost nothing in common. Now, they all have super powers. How will they work together? WILL they work together?

    That is definitely something I’d like to play.

    General Manager of the Central Florida Ghostbusters
    We're ready to believe you! | (321) 209-2020 | Twitter: @GBResurrection

    #38721
    HeavyDevil
    Participant

    I love the heist thing. I was thinking of a few ways to introduce them to a villain, but I am really starting to like that the best. I also like the heist being the cause of their powers. I might still use my original room concept, but have it be all tripped by the heist. I think that would be pretty sweet.

    Another cruel, but slightly funny, thing I could do is to roll dice after every action they take as if they are just waiting for something to happen. That might give them this false sense of urgency that’s validated by the break-in.

    (Listened to GBR: 13 by the way, that was pretty awesome, except for the almost dying part.)

    My other name is Rosswell

    #38725
    Doug
    Keymaster

    Awesome! Glad you liked the episode! Things will be getting intense as we lead up to the finale.

    General Manager of the Central Florida Ghostbusters
    We're ready to believe you! | (321) 209-2020 | Twitter: @GBResurrection

    #38726
    HeavyDevil
    Participant

    I don’t know exactly where the finale is going, but I think it would be hilarious if both seasons ended with almost shotgun ghost marriages.

    My other name is Rosswell

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