I keep a running blog about my current game, listed in the .sig. (It took a break from November on due to family illness and then holiday season.) It's behind the friendlock, but I friend anyone who friends me -- the lock is just there to keep players who also read the blog from accidentally stumbling upon anything (I've got a good group -- I'm not worried about spying).
Short version: I'm running the most vanilla superhero campaign possible, using Justice League (the animated series) as an inspiration whenever a question of how something should be flavored comes up. I'm running M&M 2e as the system, with very few alterations (which are more "things I forget to do" than real alterations, like knockback rules). We're down from seven heroes (too many) to five (just right), with the following makeup:
- Animalia: Animal Mimic. I broke the normal M&M power level limits for Animalia. She can go from a hard-to-hit and very accurate hawk (+14 to hit for +6 damage, Defense 24 and Toughness +6) to a tanking rhinoceros (+6 to hit for +14 damage, Defense 16 and Toughness +14). Also, I'm tossing out entirely the notion that Animalia is only as strong as a normal hawk or elephant or bear. She's a superhero, and when Vixen (Justice League's animal mimic) tanks up, she's pretty darn tough.
- Sparks: Electrical controller. She's one giant attack array, and she can reprogram anything in half a second. She's the best blaster on the team.
- Legacy: Teleporting Ninja. Some of his powers come from magic. Others come from a battlesuit. He's a light hitter, but incredibly accurate and dangerous. His character proved to me that Autofire is dangerous -- Autofire plus Improved Crit makes even a light hitter massively nasty.
- Aether: Elemental Shapeshifter. She's got five forms that range from the tankish earth to the fast air. She's a lot like Animalia, except that she's a little better at dealing with groups (and not quite so versatile, since Aether has an array, while Animalia has a variable power).
- Crimson Cricket: Shrinking Spider-Man-type. He has sonic blasts, leaping, and super-strength thanks to a high-tech suit.
The campaign I'm running has some villain of the week stuff going on, but the overarching theme is that space as humanity understands it is wrong. Once you get outside the gravity field of a solar system, you enter wild space... and there are things lurking in wild space, waiting for gravity to weaken in a solar system so that they can enter it and destroy it. The group knows that these evil aliens, known as the Leviathans, are trying to get into Earth's solar system, and that they've got cultists working to alter the laws of physics to make that possible. They run into these guys periodically while dealing with monsters of the week (usually something triggered or goaded by the cultists into attacking in order to further the cultists' goals).
Other major players include Lucius Drake, my Lex Luthor ripoff (whom everyone knows is evil and obligingly pretends not to know is evil because they're nice players), and some kind of government conspiracy to deal with the new threat posed by superheroes (a nod to Cadmus from the JLU).
Short version: I'm running the most vanilla superhero campaign possible, using Justice League (the animated series) as an inspiration whenever a question of how something should be flavored comes up. I'm running M&M 2e as the system, with very few alterations (which are more "things I forget to do" than real alterations, like knockback rules). We're down from seven heroes (too many) to five (just right), with the following makeup:
- Animalia: Animal Mimic. I broke the normal M&M power level limits for Animalia. She can go from a hard-to-hit and very accurate hawk (+14 to hit for +6 damage, Defense 24 and Toughness +6) to a tanking rhinoceros (+6 to hit for +14 damage, Defense 16 and Toughness +14). Also, I'm tossing out entirely the notion that Animalia is only as strong as a normal hawk or elephant or bear. She's a superhero, and when Vixen (Justice League's animal mimic) tanks up, she's pretty darn tough.
- Sparks: Electrical controller. She's one giant attack array, and she can reprogram anything in half a second. She's the best blaster on the team.
- Legacy: Teleporting Ninja. Some of his powers come from magic. Others come from a battlesuit. He's a light hitter, but incredibly accurate and dangerous. His character proved to me that Autofire is dangerous -- Autofire plus Improved Crit makes even a light hitter massively nasty.
- Aether: Elemental Shapeshifter. She's got five forms that range from the tankish earth to the fast air. She's a lot like Animalia, except that she's a little better at dealing with groups (and not quite so versatile, since Aether has an array, while Animalia has a variable power).
- Crimson Cricket: Shrinking Spider-Man-type. He has sonic blasts, leaping, and super-strength thanks to a high-tech suit.
The campaign I'm running has some villain of the week stuff going on, but the overarching theme is that space as humanity understands it is wrong. Once you get outside the gravity field of a solar system, you enter wild space... and there are things lurking in wild space, waiting for gravity to weaken in a solar system so that they can enter it and destroy it. The group knows that these evil aliens, known as the Leviathans, are trying to get into Earth's solar system, and that they've got cultists working to alter the laws of physics to make that possible. They run into these guys periodically while dealing with monsters of the week (usually something triggered or goaded by the cultists into attacking in order to further the cultists' goals).
Other major players include Lucius Drake, my Lex Luthor ripoff (whom everyone knows is evil and obligingly pretends not to know is evil because they're nice players), and some kind of government conspiracy to deal with the new threat posed by superheroes (a nod to Cadmus from the JLU).