Hey, if you play in the Sunday night game with Dan, Travis, etc, don't read this!
I loved 1602. It's the only comic I've read as individual issues; it grabbed me so much I couldn't go my usual route and wait for the collection. Made me want to run a medieval supers game, but I never got a good chance.
Until now. Mwuhahahaha. Our year-and-a-half long FR game has ended and we're running short-shots until we gear up for the next long campaign. I am running mutants and masterminds. Help me make it the best it can be.
I'm pregenning characters, since the other guys mostly aren't familiar with MnM. I've had requests for an iceman character, and a doomsday character, which is apparently a big indistructable alien that fought superman. OK, I can deal with that. The iceman is a witchblood (mutant), and doomsday is a demon from beyond.
I'm making other characters; so far I've got a psychic (ESP, mental blast, Telepathy), a speedster, and a involuntary-postcognitient inquisitor. The setup: they work for the pope, as a motley crew of supernatural troubleshooters. Genies troubling the pilgrims in the middle east? Fae problems in the british isles? Send in the team, cardinal.
Are there any other or better archetypes I should make as characters?
The plot:
A catholic church in germany has been despoiled. Its vaults held ancient germanic artifacts, including a bronze spear, which is of course Grungir, Odin's weapon of choice. The thieves are cultists of Loki, the everchanging madness, who intend to use the spear to free him and bring about the end of the world. In his tomb in scandanavia dead Loki lies dreaming and all that.
They get sent to Germany, to the despoiled cathedral, and wow has it been despoiled. There's a great stone statue standing outside cowering from the sunlight, which according to any locals, wasn't there before. The walls have great holes in them, and the floor has been torn up, revealing the vaults beneath. The cultists brought two thurs (great furry trolls) with them for the heavy work, but left them behind to confound investigators. One wandered into the daylight and was stoned, the other remains in the vault. Fight!
Investigation, plus the presence of the blood-eagled body of the local priest, should point to the viking north. The inquisitor may even get a glimpse of the cultists if he handles tools and things they left behind. They'll have to go north and take ship to catch them. The witch's ESP will help here, too.
I'm not quite sure how to get them to the exact area where Loki is being kept. I envision a battle on the high seas, with the iceman sliding around on frozen waves, the speedster running about willy-nilly, and the others using ranged powers to attack the cultist boat or fighting the giant squid that has been summoned from the depths to fight the nonbelievers.
I think this must be a diversionary boat, because PCs being PCs, they won't quit until they beat it, and if it actually had the artifacts on board, end of adventure. Maybe it's a guard-boat and a couple of guard-squid that patrol the opening of the fjord that leads to Loki, buying time for the cult to free him.
OK, so they get inside, there are dwarves and thurs to fight; these are differently aged specimens of the same species, ranging from stout and furry and clawed to huge and furry and clawed. They burrow in the ice and rock and turn to stone in daylight, that kind of thing. I'm envisioning them something like this, only shaggier, white, and bigger jaws. I probably need a visual aid, hmm.
I've also got some mook cultists, but I think I need a mastermind for the whole plot. Maybe Hel, Loki's daughter? Anybody have any ideas of the powers she should have?
Ideally, they fight for a bit, take out some trolls, and then somebody breaks Loki from the glacier with the spear. He's rather like one of the gods in the hellboy movie; big and tentacally (is that a word? it should be). They can duel with him to the death, kill him using the spear, or escape and find a way to bring the mountain down on his head, trapping him once more. Or, being PCs, come up with a fourth way of cleverly defeating him that I haven't thought of.
So, that's what I have so far. I throw it wide open for critique and help.
I loved 1602. It's the only comic I've read as individual issues; it grabbed me so much I couldn't go my usual route and wait for the collection. Made me want to run a medieval supers game, but I never got a good chance.
Until now. Mwuhahahaha. Our year-and-a-half long FR game has ended and we're running short-shots until we gear up for the next long campaign. I am running mutants and masterminds. Help me make it the best it can be.
I'm pregenning characters, since the other guys mostly aren't familiar with MnM. I've had requests for an iceman character, and a doomsday character, which is apparently a big indistructable alien that fought superman. OK, I can deal with that. The iceman is a witchblood (mutant), and doomsday is a demon from beyond.
I'm making other characters; so far I've got a psychic (ESP, mental blast, Telepathy), a speedster, and a involuntary-postcognitient inquisitor. The setup: they work for the pope, as a motley crew of supernatural troubleshooters. Genies troubling the pilgrims in the middle east? Fae problems in the british isles? Send in the team, cardinal.
Are there any other or better archetypes I should make as characters?
The plot:
A catholic church in germany has been despoiled. Its vaults held ancient germanic artifacts, including a bronze spear, which is of course Grungir, Odin's weapon of choice. The thieves are cultists of Loki, the everchanging madness, who intend to use the spear to free him and bring about the end of the world. In his tomb in scandanavia dead Loki lies dreaming and all that.
They get sent to Germany, to the despoiled cathedral, and wow has it been despoiled. There's a great stone statue standing outside cowering from the sunlight, which according to any locals, wasn't there before. The walls have great holes in them, and the floor has been torn up, revealing the vaults beneath. The cultists brought two thurs (great furry trolls) with them for the heavy work, but left them behind to confound investigators. One wandered into the daylight and was stoned, the other remains in the vault. Fight!
Investigation, plus the presence of the blood-eagled body of the local priest, should point to the viking north. The inquisitor may even get a glimpse of the cultists if he handles tools and things they left behind. They'll have to go north and take ship to catch them. The witch's ESP will help here, too.
I'm not quite sure how to get them to the exact area where Loki is being kept. I envision a battle on the high seas, with the iceman sliding around on frozen waves, the speedster running about willy-nilly, and the others using ranged powers to attack the cultist boat or fighting the giant squid that has been summoned from the depths to fight the nonbelievers.
I think this must be a diversionary boat, because PCs being PCs, they won't quit until they beat it, and if it actually had the artifacts on board, end of adventure. Maybe it's a guard-boat and a couple of guard-squid that patrol the opening of the fjord that leads to Loki, buying time for the cult to free him.
OK, so they get inside, there are dwarves and thurs to fight; these are differently aged specimens of the same species, ranging from stout and furry and clawed to huge and furry and clawed. They burrow in the ice and rock and turn to stone in daylight, that kind of thing. I'm envisioning them something like this, only shaggier, white, and bigger jaws. I probably need a visual aid, hmm.
I've also got some mook cultists, but I think I need a mastermind for the whole plot. Maybe Hel, Loki's daughter? Anybody have any ideas of the powers she should have?
Ideally, they fight for a bit, take out some trolls, and then somebody breaks Loki from the glacier with the spear. He's rather like one of the gods in the hellboy movie; big and tentacally (is that a word? it should be). They can duel with him to the death, kill him using the spear, or escape and find a way to bring the mountain down on his head, trapping him once more. Or, being PCs, come up with a fourth way of cleverly defeating him that I haven't thought of.
So, that's what I have so far. I throw it wide open for critique and help.