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Help me use Mutants & Masterminds for modern fantasy (a la Savannah Knights)
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<blockquote data-quote="RangerWickett" data-source="post: 2182829" data-attributes="member: 63"><p>I'm planning to start a modern fantasy game soon, on the low-magic end of things. I could use d20 Modern, but I just bought M&M, and I'm itching to try it out. If any of you have read the <a href="http://www.enworld.org/showthread.php?t=87" target="_blank">Savannah Knights storyhour</a>, you're familiar with the type of stuff I want.</p><p></p><p>I'm thinking the group should start at Power Level 1 or 2, and maybe reach 4 by the end of the campaign. Magic is available to humans in two ways. </p><p></p><p>The first way is to perform complicated rituals that have a chance of failure, using Knowledge (arcana) checks to pull off the spell; think of the type of magic used by scholars in Cthulhu-esque stories.</p><p></p><p>The second is to bond to a magical entity of some kind, like a ghost, a fey, or a monster. You can use magic appropriate to the bonded entity, but you become vulnerable to certain magic, and other magical creatures can immediately tell you're a spellcaster. The benefit is that you don't have to make skill checks to cast spells, and there's less chance of your spells going awry.</p><p></p><p>I don't really want 'super powers,' but people can have magic powers that basically do the same thing. Most characters will be mundane, though, so guns and skills will be the primary way of dealing with dangers.</p><p></p><p>I think the players want a game where getting shot is bad.</p><p></p><p>Any suggestions?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2182829, member: 63"] I'm planning to start a modern fantasy game soon, on the low-magic end of things. I could use d20 Modern, but I just bought M&M, and I'm itching to try it out. If any of you have read the [url=http://www.enworld.org/showthread.php?t=87]Savannah Knights storyhour[/url], you're familiar with the type of stuff I want. I'm thinking the group should start at Power Level 1 or 2, and maybe reach 4 by the end of the campaign. Magic is available to humans in two ways. The first way is to perform complicated rituals that have a chance of failure, using Knowledge (arcana) checks to pull off the spell; think of the type of magic used by scholars in Cthulhu-esque stories. The second is to bond to a magical entity of some kind, like a ghost, a fey, or a monster. You can use magic appropriate to the bonded entity, but you become vulnerable to certain magic, and other magical creatures can immediately tell you're a spellcaster. The benefit is that you don't have to make skill checks to cast spells, and there's less chance of your spells going awry. I don't really want 'super powers,' but people can have magic powers that basically do the same thing. Most characters will be mundane, though, so guns and skills will be the primary way of dealing with dangers. I think the players want a game where getting shot is bad. Any suggestions? [/QUOTE]
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Help me use Mutants & Masterminds for modern fantasy (a la Savannah Knights)
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