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[FATE] Guardian Chronicles: A Superhero Campaign Concept
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<blockquote data-quote="ValhallaGH" data-source="post: 4516249" data-attributes="member: 41187"><p>Interesting.</p><p>From the sound of it, your First Chronicle will have a very Old West feel, with creatures and men of legend.</p><p></p><p>Giant bears, wolverines that control blizzards, wendigoes, and other savage creatures with a mixed basis in myth and biology will roam parts of the wilderness. Bandits that can turn invisible, sense metal, see for miles, hear a pin drop, leap tall trees, or have metal skin will terrify the locals. Lawmen, Pinkertons, and bounty hunters that can smell fear, track an eagle in flight, shoot men without a gun, and move any distance and time without food, will face these unknown and legendary foes. All told by dime novels and fireside tales, none of them taken seriously outside of the Dakotas and the minds of young boys.</p><p></p><p>Fun stuff, but very different from how most people imagine a super-powered campaign. Much more like Deadlands, though with a very different tone and spread of powers. I'd keep campaigns in this era between PL 6 (SWAT level training) and PL 10 (highly experienced veteran commandos) for the heroes - any higher and they're literally powerful enough to personally change the course of America and Canada. </p><p>Villains should be between PL 4 and PL 12 - a single narrow power set at PL 12 will alter a region or state but won't necessarily alter a nation (and you can set what powers the villains have, thereby dictating the limits of their abilities).</p><p></p><p>So, between adventurers, gentleman saboteurs, mad Nazi supermen, circus strongmen, and gadget-wielding inventors clash to decide the fates of nations, the world, and human souls.</p><p></p><p>Weird science, low-level mysticism, and abilities slightly beyond human-norm are the common power themes. </p><p>Starting in about the 1940s, we begin seeing the appearance of true super-soldiers, state-sponsored supermen built and trained for war: all of varying effectiveness and repeatability.</p><p></p><p>If you run a game during this time, I would recommend PLs between 6 and 8. This leaves plenty of room for juggling elephants while still worrying about being shot by normal guns. I'd put most of the League of Extraordinary Gentlemen in this range and thematically appropriate abilities.</p><p></p><p>So, a power spike when the Energy first arrives, followed by a lower-powered diffusion of the power around the globe. The Energy is still there, but it quickly moved to the shadows of society; special operations programs, criminals, and intelligence / counter-intelligence operations all emphasize the subtle and nefarious growth of powers throughout the world.</p><p></p><p>And then everything changes. I'm imagining a Superman-style event suddenly happening; a very powerful individual appears suddenly, unexpectedly, and publicly, doing some act of "good"* and changing the way everyone views the world. Of course, other events can be equally dramatic and transformative.</p><p></p><p>Pretty interesting stuff, with a lot of potential for some great world-building and fun role-play. I'm interested to see how you elaborate.</p><p></p><p>Is the second chronicle where your emphasis is going to lie?</p><p></p><p></p><p>*Good in the eighties included a lot of murder, as long as you murdered the right people and did it in a relatively antiseptic manner.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4516249, member: 41187"] Interesting. From the sound of it, your First Chronicle will have a very Old West feel, with creatures and men of legend. Giant bears, wolverines that control blizzards, wendigoes, and other savage creatures with a mixed basis in myth and biology will roam parts of the wilderness. Bandits that can turn invisible, sense metal, see for miles, hear a pin drop, leap tall trees, or have metal skin will terrify the locals. Lawmen, Pinkertons, and bounty hunters that can smell fear, track an eagle in flight, shoot men without a gun, and move any distance and time without food, will face these unknown and legendary foes. All told by dime novels and fireside tales, none of them taken seriously outside of the Dakotas and the minds of young boys. Fun stuff, but very different from how most people imagine a super-powered campaign. Much more like Deadlands, though with a very different tone and spread of powers. I'd keep campaigns in this era between PL 6 (SWAT level training) and PL 10 (highly experienced veteran commandos) for the heroes - any higher and they're literally powerful enough to personally change the course of America and Canada. Villains should be between PL 4 and PL 12 - a single narrow power set at PL 12 will alter a region or state but won't necessarily alter a nation (and you can set what powers the villains have, thereby dictating the limits of their abilities). So, between adventurers, gentleman saboteurs, mad Nazi supermen, circus strongmen, and gadget-wielding inventors clash to decide the fates of nations, the world, and human souls. Weird science, low-level mysticism, and abilities slightly beyond human-norm are the common power themes. Starting in about the 1940s, we begin seeing the appearance of true super-soldiers, state-sponsored supermen built and trained for war: all of varying effectiveness and repeatability. If you run a game during this time, I would recommend PLs between 6 and 8. This leaves plenty of room for juggling elephants while still worrying about being shot by normal guns. I'd put most of the League of Extraordinary Gentlemen in this range and thematically appropriate abilities. So, a power spike when the Energy first arrives, followed by a lower-powered diffusion of the power around the globe. The Energy is still there, but it quickly moved to the shadows of society; special operations programs, criminals, and intelligence / counter-intelligence operations all emphasize the subtle and nefarious growth of powers throughout the world. And then everything changes. I'm imagining a Superman-style event suddenly happening; a very powerful individual appears suddenly, unexpectedly, and publicly, doing some act of "good"* and changing the way everyone views the world. Of course, other events can be equally dramatic and transformative. Pretty interesting stuff, with a lot of potential for some great world-building and fun role-play. I'm interested to see how you elaborate. Is the second chronicle where your emphasis is going to lie? *Good in the eighties included a lot of murder, as long as you murdered the right people and did it in a relatively antiseptic manner. [/QUOTE]
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