Compelling, original, fan-created superhero settings?

jdrakeh

Front Range Warlock
Are there any compelling, original, fan-created super hero settings available online (for any RPG system)? I may have been tapped to run a supers campaign sometime in the next few months, and I'm loathe to do it in any setting weighted down by 30+ years of canon and contradictions (e.g., Marvel Universe, DC Universe, etc). Likewise, I'm not particularly hot on using any 'default' setting that comes packaged with a game. So. . . are you aware of any compelling, original, fan-created super hero settings that are available online?

Note: I did post a similar query elsewhere, though this one has been narrowed to specifically target fan-created settings.
 

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Are there any compelling, original, fan-created super hero settings available online (for any RPG system)? I may have been tapped to run a supers campaign sometime in the next few months, and I'm loathe to do it in any setting weighted down by 30+ years of canon and contradictions (e.g., Marvel Universe, DC Universe, etc). Likewise, I'm not particularly hot on using any 'default' setting that comes packaged with a game. So. . . are you aware of any compelling, original, fan-created super hero settings that are available online?

Note: I did post a similar query elsewhere, though this one has been narrowed to specifically target fan-created settings.
Not aware of any. In fact the only supers games I've ever played have been Marvel for one campaign lasting a number of months and high-level D&D. ;) The thing about Marvel was that we DIDN'T use the Marvel Universe setting. We borrowed a few things, a few notable characters as NPC's, SOME of the history, but otherwise the game was characters that WE generated, and plots, story lines, NPC's, and locations that the GM came up with himself. Our characters were based in the city where we were IRL (Seattle) and just went from there.

I've always had an itch to do that again with Marvel - have the players generate their own characters, start with the PC's based in a nearby, real-world city (or in any case one that they would all be reasonably familiar with) and make the rest up as I went along. Only real hitches are, A) getting players on board with a supers game as opposed to another D&D game, B) characters that are hopelessly imbalanced in power levels as happened in that one campaign, and C) not being familiar enough with MSH to feel at all comfortable with running a game of it on the fly.
 

I could recommend Godlike and Freedom City as settings. I will admit the second has a number of similarities with the others. I think that Astro City is getting a write up as a setting, and given the limited continuity it would be good.

Again I don't know if these are up on the internet in terms of what you need.
 


I guess that I might dust off my WWII Supers versus Cthulhu Cultists bit, then, provided I can find the old working files.
 

What type of supers setting? Silver Age? Iron Age? Modern?

Anything, really -- so long as it's fairly unique and/or original. I am not adverse to any time period or genre mashing (see above). I keep thinking that true superheroes in fantasy (like Providence) might be fun, though.
 

I can't say I've found one online that's been compelling enough to adopt.

I would suggest looking at the Freedom City setting for M&M; it's a nice homage-filled setting that hits most of the high points without really nailing you down.

I almost went with a Marvel or DC universe, but it would have been my own take on it. Most X-men continuity after the death of Dark Phoenix would niot have happened, no Civil War, etc. Streamline the continuity and you might find it more palatable.

Another interesting take I read once was Aaron Allston's Strike Force campaign. The original basis of the campaign was a world where all the superheroes from any company had existed at some time. They appeared when they appeared in the real world, then aged in normal time. We'd now be probably on our fourth Batman, Mary Marvel and Superman had a kid who became the new Captain Marvel, etc. Mix, match, shake well and homage away.

I did do a 'Heroes'-like thing where the first superheroes and villains on Earth were created via a Cthulhian ritual. 12 people (6 pcs, 6 npcs) were going to be sacrificed and the ritual went wrong. They were spared the sight of the god Shub-Niggurath, but were bathed in her mutagenic Milk which gave them various powers. All the captives were from a local university (they'd been lured to a party and drugged). They quickly found out that, true to the fecund nature of Shub-Niggurath, that exchange of body fluids could gift random powers to others; sex, blood transfusions, etc would all cause transformations. Things began to balloon out of control, especially since four of the other six belonged to a notorious fraternity, and eventually it came to a confrontation with the US goverment when they basically declared Northern California as a soveriegn nation for the newly powered.
 
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Anything, really -- so long as it's fairly unique and/or original. I am not adverse to any time period or genre mashing (see above). I keep thinking that true superheroes in fantasy (like Providence) might be fun, though.
From Mutants & Masterminds, Worlds of Freedom has a fantasy setting based on Freedom City (along with other alternate-universe comic staples), Paragons covers modern-style supers-as-a-recent-phenomenon (ala the Heroes TV show), and Wild Cards (based on the series of the same name) was just released recently.

I'm partial to more modern settings with unified origins (the "kitchen-sink" style from the Silver Age where magic and super-technology and mutants and aliens and hundreds of people in freak accidents and mythological beings and... isn't my cup of tea, usually), so both Paragons and Wild Cards appeal to me quite a bit.

EDIT: Fan created? My bad. Nothing comes immediately to mind. The settings we've used in our M&M games have been pretty comprehensive, but we don't have everything available online, unfortunately, so they're not really "complete". You're welcome to browse our wiki for ideas. You might be able to look for ideas on the Atomic Think Tank's M&M setting forum.
 
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I did do a 'Heroes'-like thing where the first superheroes and villains on Earth were created via a Cthulhian ritual. 12 people (6 pcs, 6 npcs) were going to be sacrificed and the ritual went wrong. They were spared the sight of the god Shub-Niggurath, but were bathed in her mutagenic Milk which gave them various powers. All the captives were from a local university (they'd been lured to a party and drugged). They quickly found out that, true to the fecund nature of Shub-Niggurath, that exchange of body fluids could gift random powers to others; sex, blood transfusions, etc would all cause transformations. Things began to balloon out of control, especially since four of the other six belonged to a notorious fraternity, and eventually it came to a confrontation with the US goverment when they basically declared Northern California as a soveriegn nation for the newly powered.

That sounds neat, but a little darker than what I aimed for.

My setting was initially inspired by heroes like The Shadow, Doc Savage, Captain Midnight, etc -- though I ended up incorporating sources as diverse as "Who Goes There?" (the short story, to which Doc Savage is linked to in canon via the character of MacReady) and, later, Cthulhu Mythos stuff.

The idea was that the various pulp novels, radio shows, and funny paper strips based on the exploits of these hereos were, in fact, based on the actual missions of a special OSS group founded to thwart domestic and foreign threats of an unnatural or 'sensitive' nature.

The various media outlets were government owned operations, functioning both as propaganda mills and revenue streams for this secret group. And, of course, with the exploits of the group being fictionalized and offered in a very public market, no sane person would believe them to be true (and if they did, nobody would believe them).

The group was based in a sub-basement of the Empire State building (it was this group for which the zeppelin/gyro dock at the top of the tower was built) and had been involved with a number of 'doomsday' scenarios, from the rising of sunken R'lyeh to the incident at Outpost 31 as fictionalized in Who Goes There.

Originally, the intent was to play modern day government agents recruited by these now elderly heroes, as the group decides to reactivate after a panicked email from a collegue in Europe. Basically, the original group is in no shape to undertake field operations, despite their enhancments and powers. . . old age has simply caught up to them.

In retrospect, I think that rather than a 'continuing legacy' angle, it might be more fun to dedicate actual play to the group's heyday, with PCs creating the original group's members. Though I will have to remove or otherwise alter a lot of the setting, I think it might be worth it.
 

We had a game that involved silly heroes that was part "Whose Line is it Anyway?" and part "The Tick" silliness. My hero was a child actor who had all of the properties of light, brightness, speed, etc. His archenemies were his twin sisters modeled after the Olsen twins. Because, well, they're evil, in a Wal-Mart kind of way. We ended up developing our own system derived partly by Mutants and Masterminds, but it had some Gurps stuff thrown in.
 

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