Insight
Adventurer
WELCOME TO THE SECRET WARS!
This is the OOC thread for my forthcoming Mutants & Masterminds 3rd edition SECRET WARS game. This thread will initially be used for character creation and, once the game starts, will be reserved for "out-of-character" discussions.
The RG Thread is now available.
The IC Thread is also available.
GAME CONCEPT
This game is based on Marvel Comics' SECRET WARS limited series, published 1984-85. If you're not familiar with the series, I recommend you find some way to read it. Here are some links that may help you: Secret Wars - marvel.com and Secret Wars - Wikipedia. Though the game is based on the Secret Wars limited series, this game is not set in the Marvel universe/setting and does not use those characters; think of the foregoing as flavor and structure more than story. More about the setting and characters below.
The characters, both PCs and NPCs, are whisked off to a distant world/dimension and are separated into two camps, one consisting of "good" and "neutral" characters, and one consisting of "evil" characters. The rest of the circumstances and rules of this concept will be made clear during play. For now, keep the general idea in mind.
SETTING
This is a "four-color" setting. This means bigger-than-life heroes and villains. Your characters are some of the toughest, smartest, and most powerful beings in the known universe. In a "four-color" setting, the gritty and realistic is "filed off" and replaced with action and high adventure. Characters tend to have purer motivations and allegiances (though not EVERYTHING is black and white). Heroes are heroes and villains are villains. The "antihero" concept is not really in vogue.
In this setting, supers are a known commodity in society. They've been around in pop culture since about World War II and some of the longer-lived supers have histories going back even further. Very few supers are "out"; most of them have secret identities to protect their privacy and loved ones. Other than the introduction of super powers, aliens, magic, and ultra technology into the universe, the rest is as our own world. Certain things have changed with the introduction of these concepts, but it isn't something you really need to consider. Superheroes and supervillains exist and your character is one of the good guys.
CHARACTERS
This game uses the Mutants & Masterminds 3rd edition rules. In order to make characters and play in this game, you must have access to a copy of these rules.
The player characters are members of a super-team called FOREVER FREEDOM. Each of you are "legacy" heroes; a parent or relative has somehow "handed down" their powers or equipment to you in order to continue their legacy of fighting supervillains and other crime. Beyond that guideline, you are free to create what you wish, as long as it generally fits into the "classic" four-color theme. If you're not sure if your idea is classic, it probably isn't. I'll help people craft their characters to fit into the game concept.
Characters are PL10 heroes, built using 150pp. The standard character creation rules apply, though some advantages and powers may not be legal because of the game concept. We'll go over those on a case-by-case basis. The characters have worked together for a while and should be created with that in mind.
Here is a list of the major heroes in the setting. Your characters have some knowledge of all of these NPCs and could have a history with one or more of them.
THE ATOMIC LEAGUE
The Atomic League is a group of scientists who were transformed by their nuclear experiments into super-powered beings. Though they are ostensibly "good", the law and the public do not trust them.
THE CRUSADERS
The Crusaders are a quasi-governmental entity first established to keep various super-powered beings from becoming national security threats. Though the Crusaders are associated with the US Government and other world governments, they act independently (for the most part).
SOLO HEROES
And the major villains of the setting are:
ASSAULT & BATTERY
This pair of thuggish supervillains are pretty powerful together, less effective apart.
MAIDENS OF MAYHEM
The Maidens of Mayhem are an all-female group of supervillains.
TURMOIL
Turmoil is the major supervillain group of the setting. They are most often set against the Crusaders.
SOLO VILLAINS
POSTING EXPECTATIONS
My goal is to update this game three times a week. It will be updated more often during story/dialogue time than during combat. I would like players to commit to posting about that often. Generally, I will post an "update" that will include multiple player posts and a brief rundown on what is happening. If you've played in my games before, you will recognize this. I do this to make sure everyone is on the same page. We'll discuss posting in combat at a later time.
WELCOME TO THE SECRET WARS, CHUM!
This is the OOC thread for my forthcoming Mutants & Masterminds 3rd edition SECRET WARS game. This thread will initially be used for character creation and, once the game starts, will be reserved for "out-of-character" discussions.
The RG Thread is now available.
The IC Thread is also available.
GAME CONCEPT
This game is based on Marvel Comics' SECRET WARS limited series, published 1984-85. If you're not familiar with the series, I recommend you find some way to read it. Here are some links that may help you: Secret Wars - marvel.com and Secret Wars - Wikipedia. Though the game is based on the Secret Wars limited series, this game is not set in the Marvel universe/setting and does not use those characters; think of the foregoing as flavor and structure more than story. More about the setting and characters below.
The characters, both PCs and NPCs, are whisked off to a distant world/dimension and are separated into two camps, one consisting of "good" and "neutral" characters, and one consisting of "evil" characters. The rest of the circumstances and rules of this concept will be made clear during play. For now, keep the general idea in mind.
SETTING
This is a "four-color" setting. This means bigger-than-life heroes and villains. Your characters are some of the toughest, smartest, and most powerful beings in the known universe. In a "four-color" setting, the gritty and realistic is "filed off" and replaced with action and high adventure. Characters tend to have purer motivations and allegiances (though not EVERYTHING is black and white). Heroes are heroes and villains are villains. The "antihero" concept is not really in vogue.
In this setting, supers are a known commodity in society. They've been around in pop culture since about World War II and some of the longer-lived supers have histories going back even further. Very few supers are "out"; most of them have secret identities to protect their privacy and loved ones. Other than the introduction of super powers, aliens, magic, and ultra technology into the universe, the rest is as our own world. Certain things have changed with the introduction of these concepts, but it isn't something you really need to consider. Superheroes and supervillains exist and your character is one of the good guys.
CHARACTERS
This game uses the Mutants & Masterminds 3rd edition rules. In order to make characters and play in this game, you must have access to a copy of these rules.
The player characters are members of a super-team called FOREVER FREEDOM. Each of you are "legacy" heroes; a parent or relative has somehow "handed down" their powers or equipment to you in order to continue their legacy of fighting supervillains and other crime. Beyond that guideline, you are free to create what you wish, as long as it generally fits into the "classic" four-color theme. If you're not sure if your idea is classic, it probably isn't. I'll help people craft their characters to fit into the game concept.
Characters are PL10 heroes, built using 150pp. The standard character creation rules apply, though some advantages and powers may not be legal because of the game concept. We'll go over those on a case-by-case basis. The characters have worked together for a while and should be created with that in mind.
Here is a list of the major heroes in the setting. Your characters have some knowledge of all of these NPCs and could have a history with one or more of them.
THE ATOMIC LEAGUE
The Atomic League is a group of scientists who were transformed by their nuclear experiments into super-powered beings. Though they are ostensibly "good", the law and the public do not trust them.
- Core: Acts as a "battery" for radiation-based powers
- Halflife: Projects radiation
- Lady Nuke: Has radiation-based melee attacks and effects
- Meltdown: Superheats materials
THE CRUSADERS
The Crusaders are a quasi-governmental entity first established to keep various super-powered beings from becoming national security threats. Though the Crusaders are associated with the US Government and other world governments, they act independently (for the most part).
- Between: Teleporter
- Captain Epsilon: Super strong with some magical equipment
- Glitter Girl: Uses magic dust and beams to blind and damage
- Metabo-Lad: Has superhuman speed and metabolism
- Prodigy: Telekinetic and telepathic powers
- Steelclad: Armored suit
- Super-Fly: Shrinks and becomes strong and quick
SOLO HEROES
- Avatu: Alien from another dimension with super advanced technology
- The Duelist: Immortal swordsman
- Omen: Uses precognition and other psionic abilities in melee combat
- Velocity: Speedster
And the major villains of the setting are:
ASSAULT & BATTERY
This pair of thuggish supervillains are pretty powerful together, less effective apart.
- Assault: Charges up improvised weapons
- Battery: Strong and tough, a tank
MAIDENS OF MAYHEM
The Maidens of Mayhem are an all-female group of supervillains.
- Amp: Lightning powers
- Entropy: Destroys objects and weakens her foes
- Epicenter: Causes earthquakes
- Jade: A ninja, with all that entails
- Scream: Uses sonic powers
TURMOIL
Turmoil is the major supervillain group of the setting. They are most often set against the Crusaders.
- The Claw: Uses a powerful ultra-technology claw
- Dr. Hand: Telekinetic powers
- The Golem: Magical construct, a tank
- Lilith: A demoness with mind control powers
- Midnight Shadow: Uses various darkness based effects
- Mountain: A tank that grows to epic size
- Obsidian: Uses strange black energy to various effects
- Red-Eye: A sniper of superhuman ability
SOLO VILLAINS
- The Mask: Uses gadgetry and super skills (think evil Batman)
- Nemesis: Steals powers
- The Oracle: Superior magical abilities
- Queen Cyborg: A giant cybermechanical villain
- Tick-Tock: Time-based powers
POSTING EXPECTATIONS
My goal is to update this game three times a week. It will be updated more often during story/dialogue time than during combat. I would like players to commit to posting about that often. Generally, I will post an "update" that will include multiple player posts and a brief rundown on what is happening. If you've played in my games before, you will recognize this. I do this to make sure everyone is on the same page. We'll discuss posting in combat at a later time.
WELCOME TO THE SECRET WARS, CHUM!
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