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M&M 3e: Young Justice!
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<blockquote data-quote="fireinthedust" data-source="post: 5409764" data-attributes="member: 51930"><p><a href="http://www.enworld.org/forum/playing-game/298936-m-m3e-dca-young-justice-home-alone.html#post5415816" target="_blank">IC THREAD STARTED HERE!!!!</a></p><p> </p><p> </p><p>The Buy In:</p><p> </p><p>I'm running a straight-forward Superheroes game. You'll be sidekicks left on their own in the DC Universe, similar to Young Justice the series that's being animated now. [ame="http://www.youtube.com/watch?v=wWjkT8zd7w8"]This is a link to it[/ame] (that to date hasn't been called on infringement, like usually happens) just in case you don't have a TV</p><p> </p><p>PL8, and you pick which DC Justice League hero is your mentor. You can be an established character, like Robin; or be a different twist on one (like a female Robin); or make up your own (like "Shadow", Gotham's youngest vigilante).</p><p> </p><p> </p><p> </p><p>The Pitch:</p><p> </p><p>The world has only recently seen its first superheroes: Superman first, in Metropolis, with stories of a "Bat Man" trickling out of the Gotham underworld. The adventures were strange, aliens and giant robots, and soon enough more and more heroes began to appear in cities across America: Green Lantern, Wonder Woman, the Flash, Hawkgirl, Cyborg, Metamorpho...</p><p> </p><p>The threats facing them magnified, until they required a team of heroes working together to save the planet. Thus was formed the Justice League, an organization of heroes united to save the world (and sometimes beyond) from powerful forces of evil.</p><p> </p><p>About the same time, perhaps it was Batman and Robin who started the trend, but crime fighters began to bring sidekicks along with them.</p><p> </p><p>And that's where you came in.</p><p> </p><p>You are a teenager. Gifted, certainly, and ambitious: you want to use your talents to save the Universe. At some point, one of the Justice League saw your potential and took you under their wing. When you're ready, your mentor promised you, you'd join the Justice League, fight the real fights, the big time. After years of training and some actual missions, you have your own costumed identity, your own powers or gadgets, ready to take on the world.</p><p> </p><p>Unfortunately for you, the world has no idea who you are and can't seem to get your name right. On top of that your Mentor doesn't think you're ready to step outside without water wings on, let alone leave you to fight villains and monsters by yourself. The big names seem to talk about you while you're in the room, if they even think about you at all, and you seem to spend just as much time at home looking up clues on Google or running errands as you do fighting crime. You've never seen the inside of the Hall of Justice, you've maybe met Superman once, and you know your mentor is leaving you in the dark about a lot of missions they go on together. This has gone on for far too long, and you are one bunch away from hanging up your tights *forever*.</p><p> </p><p>For whatever reason, you and several other sidekicks have been left together, and behind (surprise) while the "real" Justice League goes on a mission (something about annihilation of the planet... not like it's got anything to do with you, right?). </p><p> </p><p>Alone in the Hall of Justice library, the (...) of you spot a red light on a computer console that starts to blink: an emergency, one that needs more than 911, one that needs super heroes... and you're the only </p><p>ones who know about it.</p><p> </p><p>What do you do?</p><p> </p><p> </p><p>**************************</p><p>Character Creation:</p><p> </p><p>MM3e ( AKA DC Adventures rules. Mutants & Masterminds 3e, it's already out in DCA form, but the 3e rules are going out on their own in pdf form soon if not already.)</p><p> </p><p>PL: 8 (120pp)</p><p> </p><p>Powers: sidekick level powers. Keep it simple; your mentors are usually PL12+, and while you'll be like them eventually, you're just learning right now.</p><p> </p><p>Mentor: Pick a Justice League mentor who you're effectively the sidekick of. You can be any real sidekick in DC (ie: Robin, Kid Flash, Aqualad, etc.) or you can make up one. This isn't just a friend, this is your guru/teacher/hero/partner. </p><p> </p><p>Age: You're a teen, from 13 to 17 tops</p><p> </p><p>Campaign: Every scenario the JLA has left you alone for a bigger threat. You're the last, best hope for the world while they're gone. You are way out of your league by comparison, so you'll have to think fast. They may be off fighting Darkseid on Apokolips... but you're left fighting the Joker, who's stolen nukes.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 5409764, member: 51930"] [URL=http://www.enworld.org/forum/playing-game/298936-m-m3e-dca-young-justice-home-alone.html#post5415816]IC THREAD STARTED HERE!!!![/URL] The Buy In: I'm running a straight-forward Superheroes game. You'll be sidekicks left on their own in the DC Universe, similar to Young Justice the series that's being animated now. [ame="http://www.youtube.com/watch?v=wWjkT8zd7w8"]This is a link to it[/ame] (that to date hasn't been called on infringement, like usually happens) just in case you don't have a TV PL8, and you pick which DC Justice League hero is your mentor. You can be an established character, like Robin; or be a different twist on one (like a female Robin); or make up your own (like "Shadow", Gotham's youngest vigilante). The Pitch: The world has only recently seen its first superheroes: Superman first, in Metropolis, with stories of a "Bat Man" trickling out of the Gotham underworld. The adventures were strange, aliens and giant robots, and soon enough more and more heroes began to appear in cities across America: Green Lantern, Wonder Woman, the Flash, Hawkgirl, Cyborg, Metamorpho... The threats facing them magnified, until they required a team of heroes working together to save the planet. Thus was formed the Justice League, an organization of heroes united to save the world (and sometimes beyond) from powerful forces of evil. About the same time, perhaps it was Batman and Robin who started the trend, but crime fighters began to bring sidekicks along with them. And that's where you came in. You are a teenager. Gifted, certainly, and ambitious: you want to use your talents to save the Universe. At some point, one of the Justice League saw your potential and took you under their wing. When you're ready, your mentor promised you, you'd join the Justice League, fight the real fights, the big time. After years of training and some actual missions, you have your own costumed identity, your own powers or gadgets, ready to take on the world. Unfortunately for you, the world has no idea who you are and can't seem to get your name right. On top of that your Mentor doesn't think you're ready to step outside without water wings on, let alone leave you to fight villains and monsters by yourself. The big names seem to talk about you while you're in the room, if they even think about you at all, and you seem to spend just as much time at home looking up clues on Google or running errands as you do fighting crime. You've never seen the inside of the Hall of Justice, you've maybe met Superman once, and you know your mentor is leaving you in the dark about a lot of missions they go on together. This has gone on for far too long, and you are one bunch away from hanging up your tights *forever*. For whatever reason, you and several other sidekicks have been left together, and behind (surprise) while the "real" Justice League goes on a mission (something about annihilation of the planet... not like it's got anything to do with you, right?). Alone in the Hall of Justice library, the (...) of you spot a red light on a computer console that starts to blink: an emergency, one that needs more than 911, one that needs super heroes... and you're the only ones who know about it. What do you do? ************************** Character Creation: MM3e ( AKA DC Adventures rules. Mutants & Masterminds 3e, it's already out in DCA form, but the 3e rules are going out on their own in pdf form soon if not already.) PL: 8 (120pp) Powers: sidekick level powers. Keep it simple; your mentors are usually PL12+, and while you'll be like them eventually, you're just learning right now. Mentor: Pick a Justice League mentor who you're effectively the sidekick of. You can be any real sidekick in DC (ie: Robin, Kid Flash, Aqualad, etc.) or you can make up one. This isn't just a friend, this is your guru/teacher/hero/partner. Age: You're a teen, from 13 to 17 tops Campaign: Every scenario the JLA has left you alone for a bigger threat. You're the last, best hope for the world while they're gone. You are way out of your league by comparison, so you'll have to think fast. They may be off fighting Darkseid on Apokolips... but you're left fighting the Joker, who's stolen nukes. [/QUOTE]
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