Advice on a superheroes game?(My players STAY OUT!)

blackshirt5

First Post
OK, I'm planning on running a superheroes game sometime soon, and I need to know; which is better for running a modern superheroes game, Four-Color to Fantasy or Mutants and Masterminds? Basically, it's gonna be a moderately powered campaign, a la the Avengers, Justice League, or X-men, where the PCs are a superhero outfit that works against various villains; there's gonna be a moderate power level(i.e. Captain America=yes, Superman=hell no!), not much info on setting yet, although I'm probably gonna stick it in NYC(so that I can have them fight mutants from Jersey, lol).

Any advice you could give me, anything at all, would be a lot of help. I'd definitely like advice of FCtF, since I already own that, although obviously I've heard great things about M&M.

Also, if anybody could give me ideas for any superheroes or supervillains, that'd be great; I'm mainly doing the concept work on it right now, so any additional ideas thrown into the miasma would be great.
 
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Well, I own neither game but I do love making up super-beings, so...

The ScoutMaster- Patriotic superbeing that vows to follow the boyscout code.

Pan- An undying and highly twisted mennace with the power to fly. Steals children from open windows for nefarious purposes. He also has the power to detach his shadow from himself, allowing it to wreak havoc on its own. His right-hand maiden is the nefarious tinkerbell, and his grunts are undead children known as "The Lost Boys."

Steel Moses- An android, Steel Moses is appalled by mankind treating machines as slaves. He has enhanced strength, but his most dreadful power is his ability to grant complex machines sentience, though they have their own personality and are not necessarily loyal to him. (not Matrix inspired, oddly enough. Was inspired when I got a free coke from a soda machine, and I was wondering what kind of person would be offended by me taking advantage of the soda machine like that, the rest is kinda obvious)

Subliminal- A rising musician who puts a new spin on the term superstar. His super power is to hypnotize others with his singing, and plant subliminal commands in their brains.
 



Use the News

I always liked to tell the PCs what's on the news... Reports of "criminals" breaking into Star Labs, UFO reports, missing people, "Aliens", etc. They always ignore most of it, ay first, but might (say) go off to check out the break-in... Then they slowly realize that it is all layers of the same onion. There really ARE aliens, who have UFOs, and the SuperVillians (who aren't always villianous) needed some high-tech firepower to take'm on!

Of course, later on, the heroes find some Peter Parker type has been photographing THEM in action, and now THEY'RE on the tube! Then some J. Jonah Jameson type can get ahold of the story, if they go tearing the place apart, or innocents get hurt. Suddenly, the Mayor begins speaking out against "Vigilantiism"... at least until the evil "Sleazoid" aliens hatch their plot, or the PCs reveal it!

I borrowed the Insectisoidial "Sleazoid" aliens from the X-Men (flying, man-sized, twin poisonous stingers in the tail, intelligent, and used super-weapons). I also had a small team of Super-"Villians", some of whom weren't particularly villianous...

The "Bad Guys" were lead by the "Crimson Commando", a true patriot who had been doused with... something... back in Nam, and was (you guessed it!) bright red, but now truly a super-soldier (this was great because one of the PCs was also a Nam vet). Every time the PCs went to track him down, they always found him in the VA Hospital, in his wheelchair, and everyone assured them he'd been there, for YEARS. They never found out if he was a planted vet, or if the CC could "split" in two, or what... He wasn't really a bad guy, just angry about the nation's treatment of vets, and in it to "fix" things.

Then there was The Vizier, who could foresee, and who did Mind-Reading and Magic Acts. They figured out why their plans to nab the "baddies" kept falling through, after a while... He was a con (and a con-man), and would always do what he thought best for himself, including flying off, leaving heroes or allies in the lurch!

Orion, Swordsman of the Stars, was an alien, here to fight the Sleazoids. He wasn't really "bad", just out to kill every sleazoid on Earth, and then move on. Problem was, he'd be just as happy nuking the whole Earth to do it. He just didn't register Humans on his radar, at all.

Then there was the female character in partial power armour, whose father had been a scientist working for the bad guys, who had killed him, and turned her into a kind of cyborg... (I forget her name). Anyway, she wiped them out, whenever she could, and spent her time looking for more, which lead to her problems with the law. The Crimson Commando found and recruited her, and they worked together, hunting down the evil FIRE scientists (Free Investigatory Research Enterprise), and taking their high-tech goodies! Her only real motivations were finding and smashing FIRE bases, and hiding from the cops. She was "redeemable", if anyone ever tried. Besides the power armour, she also had one cyberhand that could detach and move by itself, and could be replaced by an energy-mace. She was the "baddies' Strongman", and could stun or damage with her electromace.

Then there was the mystery-man (?) that the PCs never even knew was about, because Agent Orange was a comrade of the Crimson Commando's, with no fixed shape. Like the X-Men's nemesis, Mystique, he/she (It?) could change shape, right down to retinal patterns, fingerprints, and DNA, to become ANYONE, but could also become invisible and insubstantial, at need. The PCs never even learned of the existance of Agent Orange, let alone anything about his/her/its motives.

So, while The Vizier and Agent Orange ran intelligence, Orion and the girl took out opposition, and the Crimson Commando hovered above in a Nam-era Hughy with a 50-cal machine gun and gave orders and backup from on high. The PCs quickly learned that they didn't have the tech to even keep in touch, let alone take out the bad guys... Even transportation to and from the conflicts was a problem, as most of them couldn't fly!

After some angry players, they realized that they, too, were going to have to get organized, get some radios and a helicopter, too, create a "secret base", and start acting like a team. And how would they do this?

They started off buying some radios, and going after the bad guys. After a success with some henchmen, they just plain stole their stuff, instead of leaving it for the police to clean up! An old cargo van quickly became "base", and they had better (non-civilian) radios ("Breaker, breaker!") After a few adventures, they had enough stuff to get around well enough, since one of the PCs flew a hughy in Nam, and several could drive.

Keep it simple, keep it real, start off slowly, and let it build from there. The team has to meet and organize, first. Maybe one good way to do something like that is to let "the Avengers" (or some other famous local group) have "Try-outs", and let them meet there... before all being rejected! :D
 

Well what I'm thinking for right now is that the PCs are gonna be recruited into a splinter group from another superhero outfit(not sure on names or anything yet); while they think that the prupose of the splinter is to have a separate base and just basically be a B-list of superheroes(except for the leader, they're all kind of dark and not well-liked, sort of like the League of Extraordinary Gentlemen) that the main group doesn't want to associate themselves with, but wants to be able to keep tabs on them; however, the twist is that the main group are all pretty much subservient to Count Amanar, a Hyperborean mage who's been controlling them for about 4 years now; the B-list of heroes is a group that he's had no interest in, led by Blue Angel, who so far is the only one who's resisted his magics. Eventually, of course, they'll have to take on Amanar, who will end up throwing the main group of superheroes up against them; it'll be up to them to be able to stop the main group, kill Amanar, stop his attempts at opening a portal to the Netherworld, and basically save the city and the entire world.
 


Well, as author of FCTF, I'm obviously not an objective witness, but if you do decide to use FCTF, and you intend to use D20 Modern as a basis, I can send you the .doc file of the revisions for D20 Modern. You can still easily enough run a modern game with just a few adjustments to the normal D&D rules, but D20 Modern is smoother for modern adventures, and we made a few changes to suit that.

Do you have any sort of idea the type of plot you want? We could help you flesh it out a bit.
 

blackshirt5 said:
not much info on setting yet, although I'm probably gonna stick it in NYC(so that I can have them fight mutants from Jersey, lol).

Hey, this doesn't have too much to do with your question, but a lot of my characters (MnM) are either based in or from New Jersey. Check 'em out. Just lemme know if you use any of 'em (link below).
 

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