xmen styled campaign

mrmider

First Post
I want to run a campaign based loosly off of xmen, not so much the team, but the first apperance of mutants in america.

The world is a homebrew setting, a small country, im thinking make it an island, my players tend to want to explore alot, saves me making up this huge area. Its a mageocracy, the government is pretty controling too, not all 1984 style but a few degrees less, its a high tech kind of place too, all run by magic, so magic machines are a common place. But the catch is, cuz magic is so used in everyday life, spellcasters are illegal unless they are a government official,otherwise it would be to easy to corrupt the whole system. So im basically telling my players that they cant be a spellcaster class at 1st level but they can try and get in later. Im thinking i might make the magic system similar to midnite in which arcane and divine are one list, making it a whole lot easier to say no spellcasting.

Now for the mutant part, im gonna rework the psionics system, sort of like the wild talents table from 2nd ed, to come up with the mutant powers. I think for their first characters ill do it all random and then from there on, if this whole premise works maybe let them chose. So im gonna sit down with each player, i have 5, and roleplay the manifestation of the powers with them, then have the "professor x" come and talk to them.

Now as soon as the government learns of these manifestations, its gonna become very unfriendly towards them. The mageocracy feels its a threat towards everything they have worked for and is trying to hunt them down, using sentinals, but in dnd it would be mechanical golems.


So this is my rough idea, its gonna take alot of work, but im just wondering what everyone on here thinks about and if you have any suggestions feel free to give them. I respect alot of opinions here, ive been a long time reader.
 

log in or register to remove this ad

I'd take a good look at Green Ronin's Psychic's Handbook as a template for developing your 'mutant' powers. Being a skills and feats system makes it quite easy to manage and implement.
 

Although you've probably already have it planned I'd draw from alot of the x-men storylines giving them your own twist and DnD slant.

If the PCs play "mutants" then they have built-in issues with family members freaking out or worse. There's likely some "underground" culture developing as the "mutants" seek others out like them. I'd play up the social outcast angle especially if this the first wave of "mutants" appearing.

The mechanical golem/sentinel idea seems good to me. Sounds like fun for people who like x-men and dnd. Hope it works out for you.
 

I just wanted to pop in and ask if you've decided on a ruleset yet for the 'super powers'. If you're just taking spellcasting and changing its flavor, no worries, but if you're interested in having actual superpowers, you might want to take a look at Four-Color to Fantasy, a pdf superpowers book that lets you add powers to any sort of genre of game. I am biased since I work for the company that produced it, but it should be rather easy to drop into either a D&D or a D20 Modern game without changing too many rules.

If you're going for a full superhero feel, though, especially in the modern day, you'll want to take a look at Mutants & Masterminds, the multiple-award-winning superhero game. It uses a modified d20 rule system, but is a bit of a departure from the D&D and d20 Modern rules.
 

Well I want it high tech, but i still want it with swords and axes, and probably a lot of fists. Ill check out that psychics handbook, seems like it could save me some work.

I totally want this to be a more roleplay then rollplay, although i think combat will be really wicked facing these powers together. The social aspect of it , and i think the fear of being constantly sought after, will totally add to the roleplaying.
 

I mean, CLEARLY...

Sentinel Golem Mark I
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 24 (-1 size, +1 Dex, +14 natural) touch 10, flat-footed 23
Base Attack/Grapple: +7/+20
Attack: Slam +14 melee (2d8+9)
Full Attack: 2 slams +14 melee (2d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Eye beams, improved grab, knockout gas
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft. detect mutants, low-light vision
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 28, Dex 12, Con --, Int --, Wis 12, Cha 1
Skills: --
Feats: --
Environment: Any
Organization: Solitary or squad (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-16 HD (Large), 17-24 (Huge)
Level Adjustment: --

Detect Mutants (Su): At will, a sentinel golem can detect mutants within a 60' cone. This functions as Detect Evil, save that it detects mutant auras instead of evil.

Eye Beams (Su): At will, a sentinel golem can project rays of concentrated heat from its eyes. This is a ranged touch attack, effective up to 90' away, with no range increment. A successful hit deals 4d8 points of fire damage.

Improved Grab (Ex): To use this ability, a sentinel golem must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.

Knockout Gas (Ex): Sentinel golems are equipped with a powerful sedative poison gas, which they use on captured mutants. A grappled target can be exposed to this gas as a standard action; it is ineffective against targets that have not been grappled. Anyone targeted by this knockout gas must make a Fortitude save (DC 14 + 1/2 the sentintel golem's hit dice, typically 19). A failed save causes unconciousness for 1d4 hours. A Neutralize Poison or similar spell is required to wake the target during this period; normal attempts to wake them will be ineffective.
 

Hmm... Have you considered running this on Genosha? Sadly, I'm not as familiar with it as I'd like to be (I used to have an incredible resource for info on all the X-men and related characters, even incredibly obscure one shot ones from the 60s, but lost all my bookmarks a long time ago. :(), but from what I remember (primarily from the early 90's cartoon), it's a fictional island nation that played an important role in the Marvel universe. Mutants on the island were enslaved and I do believe it was where the sentinels were developed and served as their home base. I imagine a search on google should provide a wealth of information.
 

Remove ads

Top