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AIM Mutants and Masterminds Game
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<blockquote data-quote="MDSnowman" data-source="post: 1625768" data-attributes="member: 6255"><p>Hello boys and girls (though I’m sure most of you are actually older than I am)</p><p></p><p>I’m here to recruit for my brand new Mutants and Masterminds campaign. I like to call it Codename: Chain Gang. All of the characters are men or women who have been incarcerated in an ultra high security facility made especially for those with powers called Room 18. The organization that imprisoned them, <strong>G.H.O.S.T.</strong>, has jurisdiction over counter terrorism as well as superhuman (or Tangents as such people are called) crime.</p><p></p><p>For some reason or another they’ve decided to release a few of their more skilled prisoners to take on special assignments. Honestly you don’t care, they’re offering you accommodations at a GHOST barracks, three meals a day, and the chance to see something besides the inside of your cell. Not to mention the fact that the other option was the death penalty.</p><p></p><p>While I can’t tell you too much about the setting (a restriction I’ll explain after you’ve been accepted into the game) I can tell you a few things. For starters we only have room for one player, due to one of our regulars having to withdraw due to personal problems.</p><p></p><p><strong>Power Sources:</strong> Some power sources are more common than others in this setting…</p><p></p><p><em><strong>Mutation: </strong></em>This is by far the most common source for powers within the setting. Tangents born with their powers have been appearing in the United States since the end of World War 2. However with the birth of the 21st century more and more countries have developed populations of Tangents, and those being born are more and more powerful.</p><p></p><p><em><strong>Psionic: </strong></em>Psionic powers are extremely rare. Tangents whose powers are psychic in nature are prized for all manner of covert operations. In some campaigns, given this information, I would restrict the creation of Psionic characters. However such characters are just the type of people GHOST would release, simply because their powers are so useful.</p><p></p><p><em><strong>Alien: </strong></em>In this campaign life on other worlds has no more proof than in real life. With this in mind characters are not allowed to possess powers based on Alien physiology.</p><p></p><p><em><strong>Mystical: </strong></em>While there has been some talk of tangents with powers that seem magical the lack of physical evidence in the matter (and the lack of captured people with said powers) has driven the scientific community to believe that such powers are simply misunderstood mutations. As such you cannot begin play with powers whose source is mystical.</p><p></p><p>Build your characters on a <strong>1:1 skill point scale </strong>and furthermore spot yourself an extra 10pp and add the <strong>weakness “collar” to them</strong>. (You didn’t think that any self-respecting government agency would let convicted criminals run around without a leash did you?)</p><p></p><p>With all this in mind I’d like to add a few extra notes…</p><p>- Game time is going to be <strong>Saturday Nights at 8pm EST</strong></p><p>- The Game will be played Via <strong>AIM chat rooms</strong></p><p>- Because of the small group size this will not be first come first serve. Post your character ideas here and I’ll try my best to choose the best characters.</p><p>- Above all I’m looking for compelling characters, good Role Players, and people dependable enough to show up every week, I do not want to have to prematurely end this campaign because people don’t feel like showing up.</p><p></p><p>Edit: In all that rambling I forgot the most important part, <strong>PL 11</strong>!</p><p></p><p>Just Post your character concepts here and we can discuss from there.</p></blockquote><p></p>
[QUOTE="MDSnowman, post: 1625768, member: 6255"] Hello boys and girls (though I’m sure most of you are actually older than I am) I’m here to recruit for my brand new Mutants and Masterminds campaign. I like to call it Codename: Chain Gang. All of the characters are men or women who have been incarcerated in an ultra high security facility made especially for those with powers called Room 18. The organization that imprisoned them, [B]G.H.O.S.T.[/B], has jurisdiction over counter terrorism as well as superhuman (or Tangents as such people are called) crime. For some reason or another they’ve decided to release a few of their more skilled prisoners to take on special assignments. Honestly you don’t care, they’re offering you accommodations at a GHOST barracks, three meals a day, and the chance to see something besides the inside of your cell. Not to mention the fact that the other option was the death penalty. While I can’t tell you too much about the setting (a restriction I’ll explain after you’ve been accepted into the game) I can tell you a few things. For starters we only have room for one player, due to one of our regulars having to withdraw due to personal problems. [b]Power Sources:[/b] Some power sources are more common than others in this setting… [i][b]Mutation: [/b][/i]This is by far the most common source for powers within the setting. Tangents born with their powers have been appearing in the United States since the end of World War 2. However with the birth of the 21st century more and more countries have developed populations of Tangents, and those being born are more and more powerful. [i][b]Psionic: [/b][/i]Psionic powers are extremely rare. Tangents whose powers are psychic in nature are prized for all manner of covert operations. In some campaigns, given this information, I would restrict the creation of Psionic characters. However such characters are just the type of people GHOST would release, simply because their powers are so useful. [i][b]Alien: [/b][/i]In this campaign life on other worlds has no more proof than in real life. With this in mind characters are not allowed to possess powers based on Alien physiology. [i][b]Mystical: [/b][/i]While there has been some talk of tangents with powers that seem magical the lack of physical evidence in the matter (and the lack of captured people with said powers) has driven the scientific community to believe that such powers are simply misunderstood mutations. As such you cannot begin play with powers whose source is mystical. Build your characters on a [b]1:1 skill point scale [/b]and furthermore spot yourself an extra 10pp and add the [b]weakness “collar” to them[/b]. (You didn’t think that any self-respecting government agency would let convicted criminals run around without a leash did you?) With all this in mind I’d like to add a few extra notes… - Game time is going to be [b]Saturday Nights at 8pm EST[/b] - The Game will be played Via [b]AIM chat rooms[/b] - Because of the small group size this will not be first come first serve. Post your character ideas here and I’ll try my best to choose the best characters. - Above all I’m looking for compelling characters, good Role Players, and people dependable enough to show up every week, I do not want to have to prematurely end this campaign because people don’t feel like showing up. Edit: In all that rambling I forgot the most important part, [B]PL 11[/B]! Just Post your character concepts here and we can discuss from there. [/QUOTE]
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