Tell me about your Superheroes game!

This is for a planned d20 modern/future/superheroes campaign, not one I've already run. I'm planning to use Blood and Vigilance. The players seemed pretty keen when I proposed it.

The year is 2095.

Mankind has spread out across the inner solar system. There are a small number of permanently occupied bases on the moon, several stations, both publicly-accessible and privatly owned, in earth and luna orbit and three scientific outposts on Mars. Many habitats, large and small, dot the shallower portions of the oceans. A scientific research station orbits Venus and there has been much talk recently about sending mining expeditions to the asteroids.

The world government, formed in the aftermath of the great wars of 2035, is currently is a power struggle with the large mega-corporations. Many of the megacorps have spread beyond earth, establishing their own stations or moon bases. Under the Private Habitat act of 2064, these privately owned bases are not under the jurisdiction of the world government. In the years since, many of the megacorps have moved their head offices up to orbital stations, giving them a partial immunity to the laws of in effect on Earth. Citizen-rights watch groups have held several lobbies against this practice in recent years in response to reports of human-rights violations by the megacorps. Some of the demonstrations turned violent.

Scientific development has continued apace since the late 20th century and many things which people commonly take for granted would have been considered impossible just a hundred years ago. Space travel is common place, working prototypes of energy weapons have been developed and clean fusion power ended the energy crisis of the early 21st century. Genetic therapy is a reality and even cybernetics is a reality, albeit in limited forms

As the dawn of the 22nd century approaches, the future would look bright for humanity, were it not for one thing - mutants.

Mutants first appeared almost ten years ago. Those affected were, almost without exception, teenagers around the ages of 16-18. At first there were only a small number but as the weeks and months past, more and more mutants appeared. Most hid themselves, afraid of the reaction that they would cause, but some, emboldened by their new abilities, caused chaos in cities and towns across the world. As the weeks wore on the situation deteriorated. Police special operations was called in and, when it was apparent that the police were outmatched, the military. It was several months before the military, with the assistance of a number of mutants, brought the situation under control.

There were several repercussions of the Mutant Riots of 2086, but the farthest reaching was an act, enacted by the worldgov, early in 2087 - the Mutant Registration Act. The act requires all who develop supernatural powers to register themselves with the Department of Mutant Affairs or face imprisonment.

In the years that followed the riots, mutants have gained a grudging acceptance by many, though the incidents of hate crimes are common, and the rumours of mutant groups conspiring against the government surface every few months. Mutants, in general, have as all the rights that ordinary humans do, though some restrictions do apply to mutants with certain powers. Several mutant training centres exist, some run by the megacorps, one by the military and some by mutants themselves.

Despite nearly a decade of research, no one knows where the mutations came from, what caused them and when, or if, the appearance of new mutants will end. Scientific research has produced some advances in the field of mutant physiology however much remains unknown and there is no hope, at present, of a test to predict if one will develop mutant powers, or of a cure.
 

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klofft said:
Our approach was to just go heavy (really, really heavy) on the soap opera of the characters. Their private lives (as rich, youngish Los Angelenos) were so complicated that superheroing was often a bit of an inconvenience!

During one session, one of the players (who admittedly was having a bad day) burst out during a fight scene, "Can't we just skip to the end and get back to the role-playing?"

I like that idea. May I use it in a future game?
 


Ilium said:
I find this to be a chronic problem in superhero games. They rarely have the staying power of a fantasy or modern/historical game. No idea why.

My group has been running/playing supers for about 20 years, ongoing.

We manage D&D in fits and starts.

Maybe its that we're all superhero buffs first, and you guys are D&D buffs first?
 

Seeten said:
My group has been running/playing supers for about 20 years, ongoing.

We manage D&D in fits and starts.

Maybe its that we're all superhero buffs first, and you guys are D&D buffs first?


While I wouldnt say it exactly that way, I can see some of the value of that idea. For a superhero game to work long term I think there has to be a high level of investment in the game and the genre. My group, for example, all reads comics but are all fans of slightly different styles and most of the others lack the level of exposure I have. We all read JLA and Avengers, for example, but but one prefers the human martial arts type like Iron Fist or Cassandra Cain's Batgirl while another is mostly interested in the angst-y subplots of Spiderman where as I would rather it be the kind of Silver Age Homage Cosmic type stories of Morrison's JLA. And everyone runs to me for explinations of obscure characters and continuities.

Thus when I tried to run a game I got one energy blade wielding ninja and one Spiderman/Nightwing homage and wound up with characters unfit for the kind of game I wanted to run.

I think its easier for everyone (at leat my group) to invest in and find a place for characters in a DnD game.
 

We currently have two groups: Me(GI Janet), an invulnerable motion controller, who substitutes total control over kinetics for superstrength, my sister(Unbelievable) a chaos controller, who alters all probability in our favor at all times, causing some...unbelievable stuff to occur, and Moonshadow, a ninja with a magic sword, raised from the dead. (Recently bitten by a vampire, also, and exhibiting weird vampiric signs)

And group 2: Me(Tatiana) a socialite who is immune to super powers and magic, and is incredibly lucky, my sister(Tatiana's lawyer) who steals powers and uses them against you, and mostly sues Tatiana's enemies, and our friend, Tatiana's bodyguard, who is invulnerable and superstrong, and provides the muscle.

I play a third supers game, online, where I play a housecat, turned into a person by Loki. The other characters arent set in that one yet. Good times.
 

I actually began playing D&D because a friend described role playing as "playing out a comic book. You create a hero, fight evil and go on adventures". This more then anything else has remained the driving mentality behind every game I've every run since that first faithful day in the summer of '77.

Superheroes have remained a favorite gaming subject of mine and while I've run a number of long term campaigns, none have even come close to the one run by my dear ol' friend Will. Master Champions guru William Corpening began running his superheroic epic with the games' 2nd edition in the early-to-mid 1980's. The campaign continued until the late 90's or maybe even early 2000's and followed the 'Heroic Ages', essentially the various incarnations of a superhero team called, oddly enough, The Champions. William was incredibly skilled at handling large numbers of PCs (sometimes 12-16 at a time), each performing feats in flight, at superspeed, while teleporting, etc. I was playing for nearly 6 months before I even knew or cared about what the rules of Champions were.

The first phase of the campaign was set in a period similar to the late Silver Age and late 70's and early 80's comics of Marvel. The main enemy was a former Golden Age hero-turned-villian who was himself a member of the Golden Age Champions. In the final battle between the SA Champions and their arch-nemesis, one hero was killed, one lost his powers and another had his powers increased to the point where he could not use them without killing innocents near him.

The second campaign, of which I had the please to be a part of, took place between 1985-1988 and revolved around the Iron Age, when the four-color world of comics where shattered by razor sharp shades of grey and splatters of black blood. Long before DC's Kingdom Come, Will explored the idea of a new breed of ruthless heroes butting heads with those who survived the Golden and Silver Age and harkened back to a purer time. Mo team of Champions officially existed as most viewed the past team's final moments as less then stellar. The main hero representing the old schoolers had been a young member of the SA group. The villian of the previous series was now a Magneto-style anti-hero, shown to be driven by a desire for lost love and family and out to defeat those who would feared or hated the superhumans.

The next phase was inspired by a strange merging of Vertigo's surreal and philosphical comics and the gritty realism of Watchman and its ilk. Following a huge battle between the supers of various dimensions, meta-beings had largley faded from public view. Only a secret few remained, with many of those surviving heroes and villians of the past reached new states of being. Much of the story was story-driven with far fewer epic fights. Conflicts were philosphical and adventures took place on a higher plane of existance.

Alas, I didn't really get the chance to participate in the campaign toward the end of its run but I'll never forget how much fun I had while I was a part of it.

Whew. Sorry if I rambled. I love superhero rpgs.

One last thing. While I have very found memories of Champions, nothing beats Mutants & Masterminds for my gods-in-long-underwear needs these days.

AD
 

Currently we're using Champions, and that games been running on and off since for twenty years or so, although - by this point - all of the original players are long gone. I've gradually started to shift to online resources (Here) for the players for that and the other current campaigns. We've had superhero characters in most of the dimension-crossing and anime-style games as well, even if they don't call themselves superheroes. Most of those games are using Eclipse: the Codex Persona - a d20 point-buy system, sort of Hero for d20 - since it allows for pretty much any kind of 3.0, 3,5, modern, future, super, or other kind of character.
 

I used HERO 4Ed (y'know...Champions) to run a campaign set in the world presented in another RPG, Space:1889.

Essentially it was HG Wells'/Jules Verne' version of the era, with the western nations controling global empires, and flying ships in Earth's air...as well as Venus and Mars. The Moon was inhabited by antlike beings.

My main additions were:

1) The PCs were members of a superheroic police agency- G.A.I.A (don't ask what the acronym stands for, most of my campaign notes are lost due to program incompatibilty- THANKS MICROSOFT!!!)- responsible for investigating paranormal activity on 4 worlds.

2) I cribbed stuff from Gibson's Difference Engine (they worked and were in production), comic books (Atlanteans, Lemurians and other marine races who hated the surface dwellers), various James Bond movies (the plot for Man With the Golden Gun was reworked for the first adventure), HP Lovecraft, a Michael Moorcock novel or 2, and even Kung Fu and Wild, Wild West.

My Martians even got a theme combining history & Alien Nation- someone found out that opium made Martians work like beasts but also made them hyperviolent. Production at Martian factories increased, but so did the number of riots in the cities.

Player imagination was greatly encouraged. Characters ranged from a stereotypical strongman of the era (bald head, handlebar moustache & leopard skin tunic), to an American agent named Colt who was on loan to the agency, to an orphaned amnesiac Atlantean with a whip.

The campaign lasted a couple of years.
 

My friends and I had just finished slaying the Herald of the Lord of Dust, Tak-Haziiz, ending our Eberron Red Hand of Doom Campaign. On our way out of the door of my house, a shot rang out. My friend Bryan fell to the ground, dead. Within a few seconds, he got back up, and his body ran one way, his spirit another. His body proved to be super-strong, throwing my neigbor's truck into a helecopter. His spirit found that it could possess the living. We were surrounded by mysterious commandos and cultists, attacking us from all directions. My friend Jason turned to stone...then to water, and then to air. With each form, he found himself stronger, and able to control the elements within. Eventually he found fire. Everything my friend Jeremy did just seemed to work...it was almost as if he had a destiny for greater things.

So...they had super-powers. Eventually my brother discovered that he could absorb kinetic energy and redirect it in different ways. Jeremy's destiny found direction when he was visited in a dream and defined his power into 23 swords of destiny, each with different abilities. Our friend Johnny created a mace out of pure mental energy that stole memories and disrupted the mind. Our friend Adam found that he possessed unusual senses and could summon giant hunting hounds to his defense. Bryan's brother Ryan occasionally appeared, showing the ability to travel through and access the internet from anywhere.

They discovered secret societies that had managed world affairs for centuries. They stopped a plague that threatened to destroy Atlanta. They dismantled a government-sponsored organization created to contain and destroy super-powered individuals. They found that there were 24 lines of pure-spirit that passed from person to person. When meaningful, life-changing interactions happened between people, their spirits interacted. Certain crossings of these lines of spirit produce unusual strengths in individuals--strengths activated in times of great distress. They also discovered that these "enlightened ones" were not the only powers in the world. There were some whose DNA provided them unique benefeits-mutants. They discovered and stopped death cults bent on summoning the Destroyer, called Apocalypse-the End of Days to earth, killing all.

They fought others like themselves, bent on using their powers for personal gain.

They ventured into the source of all spiritual powers, The Well of Souls, and unlocked the power potential for all mankind, fullfilling the prophecies that one, the Nexus of All Powers would bring enlightenment to the world.

They also discovered that I was in fact one of the most powerful of the Enlightened and a member of the council that controlled things behind the scenes, arranging for them always to be in the right place, at the right time.

The game was fun. We started by making ourselves as PL 10 characters with only 45 PP. I then created 45 PP super-powers for them.

We loved the stories and the plot interactions, but as time passed, we grew to HATE the Mutants and Masterminds system.
 

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