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decfeeney
September 10th, 2007, 09:31
I'm going to be running an online Mutants and Masterminds campaign, starting:

Sunday, 23 September 2007, at 19:30 British Summer Time
(For other time zones click here) (https://www.timeanddate.com/worldclock/fixedtime.html?day=23&month=9&year=2007&hour=19&min=30&sec=0&p1=136)

Please post interest below.

I will be using Fantasy Grounds (https://www.fantasygrounds.com/home/) for the game. As a result each player will require a Fantasy Grounds II Lite License (https://www.fantasygrounds.com/store/product.xcp?id=SWK02). I apologise for this cost, but Fantasy Grounds was the only client that met my needs. (The best two free clients MapTool (https://www.rptools.net/doku.php?id=maptool:intro) and OpenRPG (https://www.openrpg.com/) don't meet my needs.)

I've decided not to use voice chat for the game itself. Some people feel it helps, but most are against it for online games because (a) its hard to identify the speaker with lots of people, (b) it inhibits roleplaying when the petite elf sounds like a husky male (much more so that around a table apparently), and (c) it eats bandwidth which some may not have. I have however decided to use Skype (www.skype.com) initially for setup purposes during each session (and drop the connection when everyone is happy everything is working), and for any character discussions during the first session (assuming there are any unresolved character questions at the beginning of the first session).

I'm going to set it in the new Paragon's setting (https://www.greenronin.com/Merchant2/merchant.mvc?Screen=PROD&Store_Code=1001&Product_Code=grr2517e&Category_Code=1). It is set approximately five years after the appearance of the first person with supernatural abilities (commonly known as Paragons, although the term was originally used sarcastically it’s caught on), and approximately three years since paragons became generally acknowledged. The world is still reeling from the appearance of these 'Paragons', and the scientific, social and religious consequences are not yet fully understood.

After an initial policy of denial the US government has come to accept that (a) as the number grows a policy of denial is not going to cut it, and (b) they need to dedicate specific resource to the paragon issue. Hence the formation of the Paranormal Regulatory Agency (PRA). The PRA is a US government agency charged with regulating the use of paranormal abilities in the United States and investigating any crimes involving paragons or their powers. The agency also gathers information about paragons in general, providing intelligence reports to the US government

Characters will be agents of the fledgling PRA. The characters have all been recruited from either other government agencies, the military, law enforcement or the emergency services. As "Paragons with prior experience in Government service" they are a highly desirable commodity.

We'll be 90 point PL6 characters - 60 points for the characters' normal aspects ( I figure government agents will be highly trained) and 30 points for powers. I'm aiming for a fairly gritty setting so I'll be using a couple of the optional rules which makes combat more dangerous.

I'd generally prefer people to come up with their own characters, but these characters serve quite well as examples of the sort of thing I had in mind. I often find a good example helps people understand where I'm coming from:
Anna O'Brien ex-CDC Technopath (https://www.decfeeney.f2s.com/MnM/Paragons/CDC_AnnaOBrien_90e.pdf)
Rob Tennant ex-Immigration Agent Pyrokinetic (https://www.decfeeney.f2s.com/MnM/Paragons/IMM_RobTennant_90e.pdf)
John Anderson ex-US Marine Flyer (https://www.decfeeney.f2s.com/MnM/Paragons/MAR_JohnAnderson_90e.pdf)
Conrad Hook ex-Police Detective who can make people and objects invisible (https://www.decfeeney.f2s.com/MnM/Paragons/POL_ConradHook_90e.pdf)
Sally Gisko ex-Police SWAT Illusionist (https://www.decfeeney.f2s.com/MnM/Paragons/SWT_SallyGisiko_90e.pdf)
Jessie Sanforth ex-Treasury Agent Dreamwalker (https://www.decfeeney.f2s.com/MnM/Paragons/TRE_JessieSanforth_90e.pdf)
I don't want to restrict the games to just those that have a full set of Mutants and Masterminds stuff and I don’t want to force extra costs on players so you have three easy methods of character generation:

a) Option a is in many ways the easiest. Look through the examples above, pick one and make it your own. Customise it - change the name, description, appearance etc. Maybe swap a few skills around - and email back to the GM (me) what you want changed

b) Option b - you decide what you would like your character to be like, and tell the GM (me) well ahead of the game. More detail is better since you are more likely to get the character you want. I will then try to create the character you have described. I will obviously need to know things like, which service they previously worked for, what skills they had, hobbies (everyone has a few non-work related skills), their appearance, what motivates them etc. Have a look at the characters above and see what sort of details go on the character sheet. I'll then send you the character and you can tell me what isn’t right and I'll fix it.

c) Option c - this is for people who are familiar with the full Mutants and Masterminds rule set. Create a 90 point character - but a maximum of 30 points in powers. The character needs to conform to PL6 limits. Any temporal powers (including Time stop and Temporal movement) are off limits, as are any form of Mind Reading, Precognition or Post cognition. Protection and Impervious protection are available, but the maximum level of imperviousness is +6 (even with PL trade-offs). Abilities (Stats) over 16 must be purchased with the Enhanced (Trait) Power. All power costs are as listed in Ultimate Powers, and where a conflict exists Ultimate Powers will be used in preference to the main rule book. If you don’t' have UP, don’t worry - just use the main rule book and I'll spot any issues when I look over the character.

In addition the character needs to conform to the my PRA template which is slightly different to the official one: PRA Agent Template
Abilities: Str 12 minimum (2 points), Con 12 minimum (2 points)
Skills: Computers 2, Diplomacy 2, Drive 4, Gather Information 4, Investigate 4, Knowledge (civics) 2, Knowledge (current events) 2, Notice 4, Profession (government agent) 2, Search 2 (7 points)
Feats: Benefit 1 (PRA Agent) (1 point), Equipment 2 (2 points) (light pistol, handcuffs, digital camera, cell phone, notebook computer
Combat: Attack +2, Defence +2 (8 points)
Total: 19 points

decfeeney
September 12th, 2007, 08:43
A quick update:

I currently have 2 players who have submitted some form of character, a further player who sounds firm, and 2 players who have expressed initial interest but subsequently gone rather quiet.

I'm assuming I'm probably not going to hear from the two who've gone quiet again.

Cheers,

R00kie :-)

decfeeney
September 18th, 2007, 21:26
I now have 4 players, but was really aiming for between 4 and 6. This is the last call for additional players. (Room for up to two more)

decfeeney
September 21st, 2007, 11:50
I now have enough players :)

Further admission to this game is now closed.