So lately I'm really excited about a recent Mutants & Masterminds supplement called "Warriors & Warlocks". It's a fairly brilliant guide to repurposing M&M for fantasy campaigns, specifically in the style of those old sword and sorcery comics you don't really see anymore. While, for the most part, you could already do all this with M&M (I've always said it's a generic system masquerading as a superhero game), Warriors & Warlocks offers lots of great suggestions and a few actual rules tweaks.
Anyway, inspired largely by fellow M&M fan Greywulf, I am driven to create characters just for kicks, and then post them here to justify the time spent.
My first W&W character is a semi-corrupted sorcerer antihero I'm calling Khal Konos. All his magic is ritual-based, but he's pretty good at that since he's a friggin genius and also a master of arcane lore. His magic won't help him when bandits ambush him in the night, but if he's got a chance to plan ahead--especially since he's also got the Master Plan feat--he should be pretty terrifyingly effective.
He packs a falchion that he's pretty good with, but he mostly does his fighting with the Doom Hand, a taloned glove-thing made out of leather, bone, and volcanic glass. It projects a big, three-dimensional shadow hand that Khal can use to whittle away at his foes' life force (that is, their Constitution) from a short distance away. He also wears a suit of asymmetrical, scavenged-looking studded leather, but he's better at avoiding attacks than withstanding them.
Finally, his eyes have been changed, enhanced, and made kind of disturbing lookin by some magical ritual. He can now see and read magical auras, as well as being able to see in the dark. Unfortunately, his eyes are solid black and the skin around them is weirdly scarred, so he normally wears a fierce terracotta mask over the top half of his face. Inevitably, though, either the mask or the eyes are going to make people suspicious and hostile from time to time, which I figure counts as a complication for purposes of picking up Hero Points.
Man, I'd love to play this character in an actual game. The possibilities that come with the Ritualist feat are huge, so much so that I don't think you even really need any more magic system than that. Not for a sword and sorcery setting, anyway.
Khal Konos
Power Level
Power Level: 6
Power Points: 90
Max Attack: 4
Max Defense: 8
Max Save DC: 8
Max Toughness: 4
Abilities
STR: 12 (+1)
DEX: 10 (+0)
CON: 14 (+2)
INT: 20 (+5)
WIS: 12 (+1)
CHA: 12 (+1)
Combat
Attack 0 (Melee 4, Ranged 0)
Defense 8 (4 flat-footed)
Initiative 0
Saves
Toughness 4
Fortitude 5
Reflex 3
Will 5
Skills
Bluff 4 (+5)
Climb 0 (+1)
Concentration 8 (+9)
Diplomacy 6 (+7)
Disable Device 4 (+9)
Disguise 0 (+1)
Escape Artist 0 (+0)
Gather Info 0 (+1)
Handle Animal 0 (+1)
Intimidate 0 (+1)
Investigate 4 (+9)
Knowledge: Arcane Lore 10 (+15)
Knowledge: History 6 (+11)
Knowledge: Tactics 4 (+9)
Medicine 4 (+5)
Notice 4 (+5)
Ride 6 (+6)
Search 6 (+11)
Sense Motive 6 (+7)
Stealth 4 (+4)
Survival 4 (+5)
Swim 0 (+1)
Languages
Common (or whatever), some ancient tongue
Feats
Attack Focus, Melee (4)
Fearless
Master Plan
Ritualist
Second Chance (vs. mind control effects)
Trance
Powers
Super-Senses (detect magic, ranged, accurate, acute)
Super-Senses (vision counters darkness)
Device, hard to lose: Doom Hand (Drain Constitution +8, slow fade 1, extended reach 1)
Equipment
studded leather armor (Protection +2)
falchion (Damage +4, mighty, improved critical 2)
Complications
creepy damned eyes
Summary
Abilities 20 + Skills 20 (80 ranks) + Feats 9 + Powers 15 + Combat 16 + Saves 10 – Drawbacks 0 = 90 / 90
Showing posts with label Mutants and Masterminds. Show all posts
Showing posts with label Mutants and Masterminds. Show all posts
Monday, April 20, 2009
Friday, April 17, 2009
[RPGs] Campaign idea: War of the Space Gods
In my last post, I mentioned how the superhero genre can be a whole lot of different things. One superhero subgenre that I don't think really gets enough representation in games is the Jack Kirby mode.
It's a little odd to talk about one dude's work as a subgenre, but when you look at a comic like Gødland or that old 1963 miniseries, it starts to make sense. Kirby had a very distinctive thing going on, and there was more to it than just his art style. The most kirbyesque Kirby works were the ones where he went beyond superheroes and into what I'd describe as sci-fi mythology: the various Fourth World books, The Eternals, Kamandi: The Last Boy on Earth, OMAC, and others.
I'd love to run a game sometime that mines that vein for setting material, but doesn't actually reproduce any specific elements. Here's what I've got right now.

There are two tiny planets orbiting Earth, each smaller than the Moon, but with as much mass as our own world. And they're both hidden from us. Even their gravity is blocked. The first, Kaliba, is a wild, green planet dotted with soaring white cities. The second, Shath, is a barren, cloud-wrapped world of stony deserts and grim, black cities.
Kaliba is inhabited by a race of living gods. They're largely human in appearance, but an idealized kind of human, with a wide range of vivid coloration, sometimes including patterned skin, or even a metallic sheen. Their eyes glow brilliantly, as does their golden blood. They're very nearly immortal: ageless, immune to all disease, astonishingly resilient, and able to regenerate any damage short of the destruction of the brain or heart. What's more, they're invested with a brilliant cosmic energy that they wield to create a variety of effects. Their power is so flexible that they've never developed technology in the sense that we're familiar with. Their cities and clothing are built through the direct application of their strength and energies. They can also invest simple metal and stone tools with some of their power, or use it to change and sculpt living things for their own purposes. They've populated their world with extravagantly modified Earth animals, and are served by semi-sapient worker creatures.
Shath is also home to a race of gods, but one for more physiologically diverse than those of Kaliba. While still mostly humanoid, they exhibit monstrous or animalistic features as well. Their coloration is just as unusual as the gods of Kaliba, but less vivid, tending towards, dull, pale, or muddy tones. Their blood is black, with a faint iridescent sheen. They are essentially immortal, with less resilience and more regenerative capability than the Kalibas, but they have a tendency to change gradually over time, becoming ever more inhuman with the centuries. They wield a cosmic power of their own, but theirs is dark and murky, and far better at affecting its wielder than affecting the outside world. The Shathen tend to be gifted with powers of shape-shifting, invisibility, intangibility, and the like. Unlike the gods of Kaliba, they have needed technology. Their machines are in many ways more advanced than those of Earth, but are generally bulky, unsubtle, inefficient, and sometimes dangerous to be around.
For reasons that have long since passed beyond memory, the two races of gods have been at war with each other, on and off, for as long as they've been aware of each other. It's a bitter conflict, driven by the same hatred it generates, bereft of ideology or purpose.
The planets of the gods are hidden from Earth, but Earth isn't hidden from them. Both races visited our world often our distant past. The Kalibas were called gods, and devils, and fairies. The Shathen were also called these things, as well as dragons, vampires, goblins, and the like. Both races taught, terrorized, enslaved, and enthralled humanity, shaping our history and culture. But, most of all, they fought each other. Sometimes directly in divine battles that scarred the Earth's landscape for millenia, and sometimes by human proxies, through wars and pogroms and myths that we will never truly understand.
Now, though, the gods call Earth neutral ground, and their endless, senseless war is in one of its colder phases. Humanity has forgotten them, and both races of gods work to keep it that way, both for our good and their own. In the past, the gods' interactions with mortals had done us much harm. And now, as our technology has grown to rival that of Shath--and shows every sign of surpassing it, someday--it's very possible that humanity could actually threaten the gods to some degree.
Of course, by the same token, it's obvious that mankind could be the key to the Kalibas' or the Shathen's final victory, if only they could quietly turn enough of us to their cause. So the war between the gods has become a secret struggle to gain influence on Earth. But, as each side becomes aware of the other's breaches of the treaty, their cold war is heating up.
...Okay, so if that's enough setting info, I'll finally talk about just how this could be played. Naturally, I'd use Mutants & Masterminds or some variant of it. Player characters would probably be a mixed group of Kalibas and Shathen, also possibly Kalibas-Shathen hybrids, god-human hybrids, regular humans who've gotten ahold of powerful divine artifacts, or even regular humans who are just really awesome at stuff. Maybe servitor creatures from Kaliba or robots from Shath, too. Just how these people would know each other and why they'd work together--and, yeah, I'd really rather we have that worked out from the very beginning--would depend on just what kind of mix of characters we end up with. I like the idea of the group being centered around young gods from opposite sides of the line who became friends and hope to end the war, or gods and humans who are breaking the rules to learn about each other. And, naturally, some larger external problem would loom before long, forcing the PCs to stand alone between the warring gods against a threat only they are aware of.
The whole tone I'd be going for with this game is BIG. Epic, bombastic, mythic stuff. Interplanetary adventure, apocalyptic threats, the discovery of secrets older than mankind, divine tragedy, that kind of thing. Not superheroes. Sci-fi mythology.
Would it work? With the right players, hell yes. I can only hope to actually get a chance like that some day.
It's a little odd to talk about one dude's work as a subgenre, but when you look at a comic like Gødland or that old 1963 miniseries, it starts to make sense. Kirby had a very distinctive thing going on, and there was more to it than just his art style. The most kirbyesque Kirby works were the ones where he went beyond superheroes and into what I'd describe as sci-fi mythology: the various Fourth World books, The Eternals, Kamandi: The Last Boy on Earth, OMAC, and others.
I'd love to run a game sometime that mines that vein for setting material, but doesn't actually reproduce any specific elements. Here's what I've got right now.

Kaliba is inhabited by a race of living gods. They're largely human in appearance, but an idealized kind of human, with a wide range of vivid coloration, sometimes including patterned skin, or even a metallic sheen. Their eyes glow brilliantly, as does their golden blood. They're very nearly immortal: ageless, immune to all disease, astonishingly resilient, and able to regenerate any damage short of the destruction of the brain or heart. What's more, they're invested with a brilliant cosmic energy that they wield to create a variety of effects. Their power is so flexible that they've never developed technology in the sense that we're familiar with. Their cities and clothing are built through the direct application of their strength and energies. They can also invest simple metal and stone tools with some of their power, or use it to change and sculpt living things for their own purposes. They've populated their world with extravagantly modified Earth animals, and are served by semi-sapient worker creatures.
Shath is also home to a race of gods, but one for more physiologically diverse than those of Kaliba. While still mostly humanoid, they exhibit monstrous or animalistic features as well. Their coloration is just as unusual as the gods of Kaliba, but less vivid, tending towards, dull, pale, or muddy tones. Their blood is black, with a faint iridescent sheen. They are essentially immortal, with less resilience and more regenerative capability than the Kalibas, but they have a tendency to change gradually over time, becoming ever more inhuman with the centuries. They wield a cosmic power of their own, but theirs is dark and murky, and far better at affecting its wielder than affecting the outside world. The Shathen tend to be gifted with powers of shape-shifting, invisibility, intangibility, and the like. Unlike the gods of Kaliba, they have needed technology. Their machines are in many ways more advanced than those of Earth, but are generally bulky, unsubtle, inefficient, and sometimes dangerous to be around.
For reasons that have long since passed beyond memory, the two races of gods have been at war with each other, on and off, for as long as they've been aware of each other. It's a bitter conflict, driven by the same hatred it generates, bereft of ideology or purpose.
The planets of the gods are hidden from Earth, but Earth isn't hidden from them. Both races visited our world often our distant past. The Kalibas were called gods, and devils, and fairies. The Shathen were also called these things, as well as dragons, vampires, goblins, and the like. Both races taught, terrorized, enslaved, and enthralled humanity, shaping our history and culture. But, most of all, they fought each other. Sometimes directly in divine battles that scarred the Earth's landscape for millenia, and sometimes by human proxies, through wars and pogroms and myths that we will never truly understand.
Now, though, the gods call Earth neutral ground, and their endless, senseless war is in one of its colder phases. Humanity has forgotten them, and both races of gods work to keep it that way, both for our good and their own. In the past, the gods' interactions with mortals had done us much harm. And now, as our technology has grown to rival that of Shath--and shows every sign of surpassing it, someday--it's very possible that humanity could actually threaten the gods to some degree.
Of course, by the same token, it's obvious that mankind could be the key to the Kalibas' or the Shathen's final victory, if only they could quietly turn enough of us to their cause. So the war between the gods has become a secret struggle to gain influence on Earth. But, as each side becomes aware of the other's breaches of the treaty, their cold war is heating up.
...Okay, so if that's enough setting info, I'll finally talk about just how this could be played. Naturally, I'd use Mutants & Masterminds or some variant of it. Player characters would probably be a mixed group of Kalibas and Shathen, also possibly Kalibas-Shathen hybrids, god-human hybrids, regular humans who've gotten ahold of powerful divine artifacts, or even regular humans who are just really awesome at stuff. Maybe servitor creatures from Kaliba or robots from Shath, too. Just how these people would know each other and why they'd work together--and, yeah, I'd really rather we have that worked out from the very beginning--would depend on just what kind of mix of characters we end up with. I like the idea of the group being centered around young gods from opposite sides of the line who became friends and hope to end the war, or gods and humans who are breaking the rules to learn about each other. And, naturally, some larger external problem would loom before long, forcing the PCs to stand alone between the warring gods against a threat only they are aware of.
The whole tone I'd be going for with this game is BIG. Epic, bombastic, mythic stuff. Interplanetary adventure, apocalyptic threats, the discovery of secrets older than mankind, divine tragedy, that kind of thing. Not superheroes. Sci-fi mythology.
Would it work? With the right players, hell yes. I can only hope to actually get a chance like that some day.
Saturday, April 4, 2009
[RPGs] Campaign idea: The Alliance
My big white whale of RPGs--the thing I think I'm least likely to get to do, anyway--is a superhero game. I think superhero games are especially dependent upon a gaming group's experience with and ideas about the genre. I mean, if five people sit down to play a game, variously expecting it to be like The Tick cartoon, 1980s X-Men comics, Warren Ellis' run on The Authority, the Watchmen movie, and the TV show Heroes, there is going to be some cognitive dissonance. Getting everybody on the same page would be a project in and of itself, and might not even be possible if there isn't enough common ground in the group's experience. My own group ain't really filled with people who read superhero comics, so I'm not sure I'll ever get to do this. But I do like to dream.
This is what I've been dreaming about lately.

The Alliance isn't so much a static superhero team as a loose network of associated superheroes who can contact each other, share resources and information, and work together as circumstances require and their schedules permit. When a case or mission comes up, a team is assembled from the available Alliance members and pointed at the problem.
The gimmick here, game-wise, is that the Alliance is a pool of characters that all the players can pull from on a session-by-session basis. No character belongs to any one player; they're all shared equally. So, of course, the characters would all have to be created cooperatively by the players. And that's where the character creation sheet at the right comes in.
Actually, though, I'd start by discussing with my players what kind of tone and tropes they're interested in for the game. We'd try to establish a target seriousness level, and come up with some example media. Then we'd talk over the setting a bit, see what kinds of components people are cool with (magic? aliens? time travel?) and just how "superhero-ish" characters should get (costumes? spandex? masks? code names? secret identities?).
...And then I'd hand out the character creation sheets, two to a player with a pile of extras. I'd explain all the different bits: "Purpose" could be something along the lines of "glory hound" or "With great power comes great responsibility." "Relationship" could mean a romance or rivalry with another Alliance member, or it could be a civilian NPC friend or family member, or even a recurring arch enemy. "Weakness" might be something like "poisoned by kryptonite," but it could just as easily be "hardened alcoholic" or "dangerously short temper".
Anyway, the deal with the character creation sheets is that each player would write something on their sheets, and then pass them off to other players to write some more stuff on, with everybody freely sharing ideas and talking openly about what they're doing. Hopefully, at the end of the session, we'd have at least two filled sheets for each player, and everybody should have some idea about the whole array of characters they'd outlined.
Then, I'd before the next session, I'd do the actual game mechanics side of building all the characters. I'd almost certainly use Mutants & Masterminds, in spite of the mention of "aspects" on the character creation sheets. I just really dig aspects, and think they can be imported from Fate into almost any RPG system. Also, I think they could be employed here to encourage the kind of ensemble-cast soap opera effect that tends to arise in long-running superhero team comics.
Part of what I'd be hoping to achieve with this kind of character generation is a player mindset that doesn't regard the PCs as representations of the players so much as shared game pieces. As such, they should be easier to sacrifice. Dramatic PC deaths would be a really cool and genre-appropriate thing to work into the game. I'd even like to incorporate some variant of Ryan Stoughton's death flag mechanic to encourage it. (CliffsNotes version: Normally, no PC dies. But you can trade this plot immunity for a temporary powerup, thus very possibly going out in a blaze of glory.)
Will I ever actually get to run this game? Dunno. Might not work too well with my local crew, but I'm edging closer and closer to running a Skype game of some kind, and I know I could find the perfect crew for this game once geography isn't a factor. So maybe. Some day.
This is what I've been dreaming about lately.

The Alliance isn't so much a static superhero team as a loose network of associated superheroes who can contact each other, share resources and information, and work together as circumstances require and their schedules permit. When a case or mission comes up, a team is assembled from the available Alliance members and pointed at the problem.The gimmick here, game-wise, is that the Alliance is a pool of characters that all the players can pull from on a session-by-session basis. No character belongs to any one player; they're all shared equally. So, of course, the characters would all have to be created cooperatively by the players. And that's where the character creation sheet at the right comes in.
Actually, though, I'd start by discussing with my players what kind of tone and tropes they're interested in for the game. We'd try to establish a target seriousness level, and come up with some example media. Then we'd talk over the setting a bit, see what kinds of components people are cool with (magic? aliens? time travel?) and just how "superhero-ish" characters should get (costumes? spandex? masks? code names? secret identities?).
...And then I'd hand out the character creation sheets, two to a player with a pile of extras. I'd explain all the different bits: "Purpose" could be something along the lines of "glory hound" or "With great power comes great responsibility." "Relationship" could mean a romance or rivalry with another Alliance member, or it could be a civilian NPC friend or family member, or even a recurring arch enemy. "Weakness" might be something like "poisoned by kryptonite," but it could just as easily be "hardened alcoholic" or "dangerously short temper".
Anyway, the deal with the character creation sheets is that each player would write something on their sheets, and then pass them off to other players to write some more stuff on, with everybody freely sharing ideas and talking openly about what they're doing. Hopefully, at the end of the session, we'd have at least two filled sheets for each player, and everybody should have some idea about the whole array of characters they'd outlined.
Then, I'd before the next session, I'd do the actual game mechanics side of building all the characters. I'd almost certainly use Mutants & Masterminds, in spite of the mention of "aspects" on the character creation sheets. I just really dig aspects, and think they can be imported from Fate into almost any RPG system. Also, I think they could be employed here to encourage the kind of ensemble-cast soap opera effect that tends to arise in long-running superhero team comics.
Part of what I'd be hoping to achieve with this kind of character generation is a player mindset that doesn't regard the PCs as representations of the players so much as shared game pieces. As such, they should be easier to sacrifice. Dramatic PC deaths would be a really cool and genre-appropriate thing to work into the game. I'd even like to incorporate some variant of Ryan Stoughton's death flag mechanic to encourage it. (CliffsNotes version: Normally, no PC dies. But you can trade this plot immunity for a temporary powerup, thus very possibly going out in a blaze of glory.)
Will I ever actually get to run this game? Dunno. Might not work too well with my local crew, but I'm edging closer and closer to running a Skype game of some kind, and I know I could find the perfect crew for this game once geography isn't a factor. So maybe. Some day.
Labels:
campaign ideas,
comics,
Fate,
Mutants and Masterminds,
RPGs,
Ryan Stoughton,
superheroes,
The Alliance
Saturday, September 13, 2008
Dark, part 2

Anyway, since a big part of beating a four-color superhero RPG into such an unaccustomed shape as this would be just removing material, there's actually good reason not to have the M&M core book on the table at all during play. So this abomination is free to be its own creature, allowing me to make some changes that are more for taste than to fit the specific themes of Dark. The first thing I'd start with would be a minor change to the standard, D&D-inherited ability scores. I'll rename Dexterity and Constitution to Agility and Endurance, and reorganize Wisdom and Charisma into Perception and Willpower. Perception obviously takes over all sensory abilities, but also Initiative checks, while Willpower handles both mental stability and focus, and social abilities.
Oh, and I'd ditch the ability scores and use modifiers alone (True 20-style). That should just be standard practice.
I'll also get rid of a few skills, introduce a few others from the Mastermind's Manual or elsewhere, and reshuffle some ability score dependencies as seems logical. The result (at the moment) is this:
Strength
Climb
Jump (separated from Acrobatics)
Swim
Agility
Acrobatics (loses its jump function)
Drive
Escape Artist
Pilot
Sleight of Hand
Stealth
Endurance
Stamina (similar to D&D 4e's Endurance skill)
Intelligence
Chemistry (effectively Craft: Chemicals and Knowledge: Chemistry)
Computers
Demolition (from Mastermind's Manual)
Disable Device
Gunsmithing (effectively Craft: Guns)
Investigate
Knowledge (might divide this into a few specic skills, like Biology, Tactics, etc.)
Medicine
Repair (from Mastermind's Manual)
Trapmaking (effectively Craft: Traps)
(Might be a lot of other Craft skills I could adapt...)
Perception
Initiative
Search
Sense Motive
Track (the tracking function from Survival, which otherwise doesn't have much use in this game)
Willpower
Bluff
Concentration
Diplomacy
Intimidate
I've added a few skills here, but I've subtracted a lot more. Since this version of M&M is intended to run a very specific kind of game, things like Disguise and Ride just didn't seem useful. A PC who plays the harmonica can just be admitted as a good harmonica player, with no need for a Perform skill.
The other big area I'm changing is saving throws: They can go turn into D&D 4e-style "defenses" quite nicely. I'd also add a passive Perception-based defense--also quite 4e-style--called Alertness. This replaces the Notice skill completely. So we'd have the following defenses:
Reflexes = 10 + Agility + bonus (costs 1 power point per +1)
Fortitude = 10 + Endurance + bonus (costs 1 power point per +1)
Alertness = 10 + Perception + bonus (costs 1 power point per +1)
Resolve = 10 + Willpower + bonus (costs 1 power point per +1)
Toughness = 5 + Endurance (These ain't superhuman characters, so they can't increase their Toughness with experience. They have to find some armor.)
(Thinking on my feet, here: What if I moved Toughness over to Strength--since it represents sheer beefiness more than Endurance does, and melee damage bonuses don't count much in a gun-focused game--and then made a lie-detecting Insight defense based on Intelligence, replacing the Sense Motive skill? One defense for each ability appeals to my sense of symmetry . . . although I don't believe that kind of symmetry is a worthwhile goal in game design. Might go with it, though.)
Now people get to make damage rolls! Damage rolls are fun. And instead of comparing a Toughness save result to a damage DC and then calculating the difference to determine the result, every character can have a series of clear and simple damage thresholds right there on the sheet. So if a character's Toughness is 7, it'll say right there on the sheet that a damage roll of less than 7 has no effect, a roll of 7 to 11 produces an injury, 12 to 16 injures and also stuns, 17 to 21 stuns, staggers, and disables, 22-26 leaves the character unconscious and dying, and 27 or more kills the character outright . . . and messily (because a game like this obviously needs a "gibbed" result).
I'm not even going to address non-lethal damage, here, as there isn't really a place for such a thing in this variant.
I'm also thinking about removing the possibility of a "no effect" result (since any successful attack roll ought to hurt the target at least a little), but I'm not sure of the balance implications there. Obviously, this game should be grittier than standard Mutants & Masterminds, but I don't want to go too far.
Anyway, just to keep the damage threshold on each character sheet simple and static, modifiers from a target's injuries and armor would be applied to the attacker's the damage roll instead of the target's toughness score. So when an attack roll succeeds, the attacker rolls damage, adds the target's injuries and subtracts the target's armor value, then compares the result to the damage threshold track on the target's character sheet. I think this would result in faster combat, but I'd have to try it to be sure. One thing I'd like to do to speed things up is keep track of injuries with tokens (poker chips or similar), to that damage bonuses against injured targets can be tracked without resorting to pencil and paper.
I'd also treat Attack and Defense bonuses (maybe I need a different name for Defense, since I turned the Saving Throws into passive "defenses"...) a little bit differently. It's the easiest thing in the world to split Attack into Melee Attack and Ranged Attack. I think, though, that I'd actually have characters pay 2 power points for each point of Ranged bonus, and only 1 for each point of Melee, since ranged weapons will be significantly powerful and plentiful than melee ones. Meanwhile, I can take Defense and the Dodge Focus feat and reverse engineer them into Active Defense and Reflexive Defense: The former costs 1 point per point and is lost when the character is surprised or flat-footed, while the latter costs 2 points per point, can't exceed half of the Active Defense bonus, and works as long as the character can move freely. Strange as it sounds, the costs work out the same as standard M&M Defense and Dodge Focus.
One last thing: I believe I'd use 2d10 for the standard die roll in this system, rather than 1d20. I think a probability curve that's actually curved--and thus produces slightly more predictable successes and failures--would fit gritty, cautious, strategic gameplay a lot better than the flat probability curve of a d20 roll.
Okay, that's way more than enough for now. I'll probably have more to say later, though. I've been thinking about it enough.
Labels:
campaign ideas,
Dark,
Doom,
Mutants and Masterminds,
Quake,
RPGs
Friday, September 12, 2008
Dark, part 1
So a few days ago I found myself reading a thread on RPG.net about CthulhuTech when the Quake soundtrack came up in rotation on my MP3 player. It was then that I knew I had to figure out a way to run a sci-fi survival horror / bughunt RPG incorporating themes from both Lovecraft's Cthulhu mythos and id Software's Quake and Doom games (as well as other first-person shooters). I don't ever expect to actually run such a game, but I love theorizing about this kind of thing.
After much dithering, I'm currently calling it "Dark", largely because first-person shooters of that era tended to have monosyllabic names that didn't really have much to do with their actual content.

The way I'd set it all up, the player characters would be a small mercenary team in a vaguely-defined future that could be anywhere from Blade Runner to Dune. While it's a big detour from the source material, I think it's important that the characters not be a legitimate military force, since roleplaying proper military discipline and command structure sounds like more hassle than fun, and it gives them a reason for all their equipment and tactics to be individualistic and sub-optimal. If one PC arrives with a flamethrower, it's not because the mission brief said there's a specific need for that weapon here, it's just because he's the dude who likes to use a flamethrower.
Anyway, the PCs' employers would naturally be the weapons R&D branch of some giant megacorporation (not unlike Doom's UAC) who have hired them to quietly take care of some monstrous fuckup in one of their research facilities. The weapons research angle is important because--in accordance with both first-person shooter and survival horror tropes--the characters must have the opportunity to pick up bigger and better guns in the field than the ones they came in with. The employers' monster-ridden facility naturally has to be a source of both mundane and highly experimental weapons and armor.
It also has to be so remote as to be virtually inaccessible. It might be deep underground, underwater, in space, or in another dimension, but for one reason or another, no reinforcements are immediately available, and whatever monsters the corporation has released are (temporarily) contained. The PCs would have only one obvious means of escaping the facility after completing their mission, and that would be whatever conveyance brought them there. For drama's sake, of course, they might lose that option and then have to find another one.
The setting idea I'm really liking, at the moment, would be some space station or or ship that has fallen halfway into another plane of existence through some tear in reality that may or may not have been a naturally-occurring phenomenon. The different physical laws of the other universe--and their applications in weapons development, of course--were the primary subject of the facility's research, but Something Went Wrong, and now the whole thing is sinking inexorably into a dimension inimical to human life.
It also might be fun to have the bulk of the facility be made up of modular cubical sections which have perhaps been rearranged somewhat randomly by a confused or maddened central computer. I dig the idea of actually rolling on a few tables to determine what's behind the next door. (Seriously, in a lot of ways, Rogue was the first survival horror game, largely due to its randomness: You could never count on the game's levels to be even remotely fair to you and your dwindling hit points.)
I'm not too sure exactly what kind of swarming, shootable monsters infest the facility, yet. Certainly, a major component of the hordes must be mutated / possessed / infested / mind-controlled humans; the "former human" is an important genre cornerstone. They're a great source of weapons and ammo, and just about everything in the players' arsenal works on them. Beyond gun-wielding zombies, though? I'd like to Quake's fleshy, quasi-Lovecraftian route, but I've got no final ideas about just what the monsters should be like or where they should come from. Maybe I'll draw on CthulhuTech a bit.
There are a few different possible objectives for the PCs' mission. They could be sent in to the facility of its infestation or simply plant a nuke and leave. They might also have to retrieve data or valuable prototypes, or even specimins of the monsters themselves. And I think I'd actually break with genre conventions and make it a rescue mission, we well: For a change, there'd actually be some non-monsterized survivors to save. These NPCs could also provide aid to the PCs, and both exposition and roleplaying opportunities to the players. Not to mention the fun moral issues they might introduce: Do we save the prototype, or the wounded researcher who might be harboring an interdimensional plague? Should we set the self-destruct timer and get out of here, even though we haven't checked every part of the facility for survivors? Are the guys who shot at us possessed by alien parasites, or just scared?
So, what system would I use for all this? As far as I'm aware, there is no perfect fit for something like this. There are cases to be made for GURPS, d20 Modern, and 3:16 - Carnage Amongst the Stars, and of course I really should consider CthulhuTech's own Framewerk system, but--if only for the purposes of this academic exercise--I want to try hacking my old favorite, Mutants & Masterminds, for the job.
On the face of things, M&M is a terrible fit: Its default power levels are high, most of its crunch is devoted to superhero powers, equipment is regarded as part of a character, ammunition--on the rare occasions that guns are addressed--is assumed to be infinite, etc. I'd get around all of this, though, by just using M&M as a construction kit to develop a much slimmer, simplified player's document, which would largely feature modified lists of skills and feats, and a big equipment section. And, because not all players have my burning love for point-based character generation, I'd offer mix-and-match ability, skill, and equipment packages. Equipment--as is appropriate to the survival horror tone--would be expended, destroyed, and replaced with fresh loot constantly (with no regard to M&M character point totals whatsoever), so each piece of gear would have its own card, including both stats and ammo boxes to check off (and maybe an illustration stolen from a computer game).
I've been doing a lot of thinking on what this hybrid mutant system would look like (oh, man, that is a perfect names for it: "Mutant"), but I'll save the big crunch dump for another post.
After much dithering, I'm currently calling it "Dark", largely because first-person shooters of that era tended to have monosyllabic names that didn't really have much to do with their actual content.

Anyway, the PCs' employers would naturally be the weapons R&D branch of some giant megacorporation (not unlike Doom's UAC) who have hired them to quietly take care of some monstrous fuckup in one of their research facilities. The weapons research angle is important because--in accordance with both first-person shooter and survival horror tropes--the characters must have the opportunity to pick up bigger and better guns in the field than the ones they came in with. The employers' monster-ridden facility naturally has to be a source of both mundane and highly experimental weapons and armor.
It also has to be so remote as to be virtually inaccessible. It might be deep underground, underwater, in space, or in another dimension, but for one reason or another, no reinforcements are immediately available, and whatever monsters the corporation has released are (temporarily) contained. The PCs would have only one obvious means of escaping the facility after completing their mission, and that would be whatever conveyance brought them there. For drama's sake, of course, they might lose that option and then have to find another one.
The setting idea I'm really liking, at the moment, would be some space station or or ship that has fallen halfway into another plane of existence through some tear in reality that may or may not have been a naturally-occurring phenomenon. The different physical laws of the other universe--and their applications in weapons development, of course--were the primary subject of the facility's research, but Something Went Wrong, and now the whole thing is sinking inexorably into a dimension inimical to human life.
It also might be fun to have the bulk of the facility be made up of modular cubical sections which have perhaps been rearranged somewhat randomly by a confused or maddened central computer. I dig the idea of actually rolling on a few tables to determine what's behind the next door. (Seriously, in a lot of ways, Rogue was the first survival horror game, largely due to its randomness: You could never count on the game's levels to be even remotely fair to you and your dwindling hit points.)
I'm not too sure exactly what kind of swarming, shootable monsters infest the facility, yet. Certainly, a major component of the hordes must be mutated / possessed / infested / mind-controlled humans; the "former human" is an important genre cornerstone. They're a great source of weapons and ammo, and just about everything in the players' arsenal works on them. Beyond gun-wielding zombies, though? I'd like to Quake's fleshy, quasi-Lovecraftian route, but I've got no final ideas about just what the monsters should be like or where they should come from. Maybe I'll draw on CthulhuTech a bit.
There are a few different possible objectives for the PCs' mission. They could be sent in to the facility of its infestation or simply plant a nuke and leave. They might also have to retrieve data or valuable prototypes, or even specimins of the monsters themselves. And I think I'd actually break with genre conventions and make it a rescue mission, we well: For a change, there'd actually be some non-monsterized survivors to save. These NPCs could also provide aid to the PCs, and both exposition and roleplaying opportunities to the players. Not to mention the fun moral issues they might introduce: Do we save the prototype, or the wounded researcher who might be harboring an interdimensional plague? Should we set the self-destruct timer and get out of here, even though we haven't checked every part of the facility for survivors? Are the guys who shot at us possessed by alien parasites, or just scared?
So, what system would I use for all this? As far as I'm aware, there is no perfect fit for something like this. There are cases to be made for GURPS, d20 Modern, and 3:16 - Carnage Amongst the Stars, and of course I really should consider CthulhuTech's own Framewerk system, but--if only for the purposes of this academic exercise--I want to try hacking my old favorite, Mutants & Masterminds, for the job.
On the face of things, M&M is a terrible fit: Its default power levels are high, most of its crunch is devoted to superhero powers, equipment is regarded as part of a character, ammunition--on the rare occasions that guns are addressed--is assumed to be infinite, etc. I'd get around all of this, though, by just using M&M as a construction kit to develop a much slimmer, simplified player's document, which would largely feature modified lists of skills and feats, and a big equipment section. And, because not all players have my burning love for point-based character generation, I'd offer mix-and-match ability, skill, and equipment packages. Equipment--as is appropriate to the survival horror tone--would be expended, destroyed, and replaced with fresh loot constantly (with no regard to M&M character point totals whatsoever), so each piece of gear would have its own card, including both stats and ammo boxes to check off (and maybe an illustration stolen from a computer game).
I've been doing a lot of thinking on what this hybrid mutant system would look like (oh, man, that is a perfect names for it: "Mutant"), but I'll save the big crunch dump for another post.
Labels:
campaign ideas,
Dark,
Doom,
Mutants and Masterminds,
Quake,
RPGs
Thursday, April 17, 2008
[M&M] Martial artist character builds
So, pretty recently, I ran across a post by Rob Donoghue (one of the creators of my current favorite-game-in-the-whole-world, Spirit of the Century) where he laments the lack of good RPG systems for flavorful, diverse, and mechanically-deep martial arts action. And he mentioned that systems where "Martial Arts builds like superpowers" are lacking because they only offer "different color for mechanically identical characters".
And that seems kind of odd to me, since I've always figured that if I was gonna run something with a lot of martial arts focus, I would almost certainly use Mutants & Masterminds, because it would offer a tremendous amount of mechanical variation between fighting styles. So maybe Rob just meant "mechanically identical" in the sense that martial artists in most superhero games would just be built with the same subsystems as any mutant, vigilante, or sorcerer? That would make sense, although it's definitely not something that I'd call a drawback.
Anyway, the whole thing really makes me want to test out M&M's capabilities with martial arts character builds, just to see if I can actually do the stuff I think I can with it. I don't think I've really got time to properly get into such an experiment right now, but I can at least write up a few thoughts.
The way I'd like to start is by taking the classical five animal styles of kung fu and defining them very vaguely (and with little to no regard for their real life characteristics) in the mechanical terms of Mutants & Masterminds. Let's give it a try, shall we?
Tiger Style
Crane Style
Leopard Style
Snake Style
Dragon Style
There are a lot of other styles I can think of trying--like a monkey style, or drunken boxing, or something involving weapons--and of course things get extremely crazy (and awesome) if you start including blatantly superhuman wuxia-style abilities, which is something I'd also like to play around with a bit. I definitely think Mutants & Masterminds could handle a hell of a martial arts campaign, with characters that are completely distinctive in terms of both flavor and mechanics. And, damn, I'd really love to try it some time.
And that seems kind of odd to me, since I've always figured that if I was gonna run something with a lot of martial arts focus, I would almost certainly use Mutants & Masterminds, because it would offer a tremendous amount of mechanical variation between fighting styles. So maybe Rob just meant "mechanically identical" in the sense that martial artists in most superhero games would just be built with the same subsystems as any mutant, vigilante, or sorcerer? That would make sense, although it's definitely not something that I'd call a drawback.
Anyway, the whole thing really makes me want to test out M&M's capabilities with martial arts character builds, just to see if I can actually do the stuff I think I can with it. I don't think I've really got time to properly get into such an experiment right now, but I can at least write up a few thoughts.
The way I'd like to start is by taking the classical five animal styles of kung fu and defining them very vaguely (and with little to no regard for their real life characteristics) in the mechanical terms of Mutants & Masterminds. Let's give it a try, shall we?
Tiger Style
- decently high Strength, Dexterity, and Constitution
- high-damage unarmed attacks based on Strike power (possibly lethal damage--Tiger Claw Fist!--and definitely with the Mighty feat)
- low Attack bonus, plus a few ranks of Attack Focus: Melee and Attack Specialization for that Strike power (kung fu basasses shouldn't be any good with guns, after all)
- maybe a rank (or even two) of the Rage feat, or--for a more super-power martial artist--the Boost power (applied to Strength, possibly Constitution)
- Takedown Attack feat, so that tiger practitioners can tear through multiple enemies in their fury
- Improved Block, Improved Sunder, and Weapon Break feats, because shattering weapons sounds thematically appropriate
Crane Style
- high Dexterity
- high-damage Strike power (non-lethal, maybe without the Mighty feat, and possibly even with a Limited: Humans Only flaw, because crane practitioners are striking at pressure points)
- again, low Attack bonus, plus ranks of Attack Focus: Melee and Attack Specialization with Strike
- a few ranks of the Improved Block, maybe some Improved Disarm and Weapon Bind feats (disarming dudes just seems right)
- Improved Throw and Improved Trip feats (knocking dudes down also seems right)
- Acrobatic Bluff and Redirect feats, and of course some ranks of the Acrobatics skill (crane practitioners make dudes hit their friends, but they do it through deceptive movement rather than guile)
Leopard Style
- decent Strength, high Dexterity
- low-damage Strike power (probably non-lethal damage, probably with the Mighty feat, and--here's something cool--with the Autofire extra, which should actually work quite nicely with melee attacks, especially ones with more accuracy than power)
- low Attack bonus, plus ranks of Attack Focus: Melee and plenty ranks of Attack Specialization with Strike
- Move-By Action feat and (maybe) a little bit of the Speed power, for hit-and-run goodness
- Instant Up feat
- the Stealth skill seems kind of appropriate
Snake Style
- high Dexterity
- high-damage Strike power (maybe lethal, maybe without the Mighty feat, and possibly with a Limited: Humans Only flaw, because the pressure point thing makes sense for snake practitioners, too)
- low Attack bonus, plus ranks of Attack Focus: Melee and plenty ranks of Attack Specialization with Strike
- Stunning Attack feat (combined with a powerful Strike, this should be pretty potent, and fits a "venom" theme)
- maybe some ranks of the Defensive Roll and Evasion feats (snake practitioners might not be sturdy, but they're resilient because they're flexible)
- Elusive Target feat, because snakes as wiggly and hard to aim at from a distance
- Prone Fighting feat, because snakes are low to the ground
- a rank or two of the Improved Initiative feat, because snakes strike quickly
- maybe some ranks of the Escape Artist skill, possibly also Medicine, as it fits with the pressure points and venom themes
Dragon Style
- high Strength and Constitution (because one of these these has to be the brick style), and also a decent Charisma
- decent Strike power (lethal or non-lethal, most defintiely with the Mighty feat)
- low Attack bonus, plus ranks of Attack Focus: Melee and plenty ranks of Attack Specialization with Strike
- a few ranks of the Protection power (non-Impervious, maybe with the Limited: Physical Damage flaw
- maybe a bit of the Immovable power, because nobody gets to push a dragon around
- All-Out Attack feat (great resilience means dragon practitioners can throw caution to the wind, sometimes)
- Improved Grab, Improved Grapple, and Improved Pin feats, since the brick ought to get the wrestling abilities
- Fast Overrun and Improved Overrun feats (charging through crowds of enemies all impressively seems right for the dragon style)
- several ranks of the Fearsome Presence feat, also the Distract, Fascinate, Fearless, and Startle feats, and finally some ranks of the Intimidate skill (scary and impressive seems to work with the dragon theme, to me)
There are a lot of other styles I can think of trying--like a monkey style, or drunken boxing, or something involving weapons--and of course things get extremely crazy (and awesome) if you start including blatantly superhuman wuxia-style abilities, which is something I'd also like to play around with a bit. I definitely think Mutants & Masterminds could handle a hell of a martial arts campaign, with characters that are completely distinctive in terms of both flavor and mechanics. And, damn, I'd really love to try it some time.
Labels:
martial arts,
Mutants and Masterminds,
RPGs,
superheroes
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