Friday, November 14, 2008
The Home Team Returns
The set up for the game was pretty standard, but most of the players are unfamiliar with the system, so I wanted an encounter that would serve as a learning experience for us. A number of the first few sessions will be like that. I want the players to experiment with their powers, their feats, and the combat system a bit so they can see what they like and what they don't.
During this game the PCs were asked to check out some weird goings-on down by the docks at the behest of their government liaisons Agents Nolan and Parish. The characters all split up because they had some time to kill before meeting up at the docks. A couple of characters did some legwork, then started their stakeout.
Time passed, nothing major seemed to be happening (other than finding a diner nearby with good muffins), so they changed their location and continued to watch for anything unusual. Eventually Bug spotted something happening on the docks far to the east of their location. Anemone checked it out astrally and told the others that the "longshoremen" were German and they were quickly loading a tramp steamer with crates. The Home Team charged into action. Bug moved into the steamer to sabotage it. Patriot set off his area of effect dazzle and blinded some of the thugs. Anemone teleported to the end of the pier and used Fearsome Presence to intimidate some of the men down there. And Sally Steel tried to intimidate some of the men into giving up.
The Nazi thugs put up a fight and one of their number tranformed into a werewolf -- who actually managed to tag Anemone with a claw. Unfortunatley, the fight quickly turned against the bad guys and when the thugs all fell or were entangled, Sea-Wolf dove into the water to make his getaway.
During the fight no one tried anythign particularly funky, although it was nice to see some of them actually take some damage and have to rethink their tactics a bit. Sally Steel took advantage of her high strength to grab one of the Nazis and hurl him into another, which knocked them both out and into the water. (Which was pretty cool.) Then tried the same thing with a crate, but she ended up burning through it and setting it on fire. But it didn't matter because the Nazi she threatened with it surrendered because he had at least that much sense.
After the fight, Sally watched the thugs while the other members of the team investigated the boat. Then she spotted some "amphibimen" who'd emerged from the water and were trying to steal two of the crates. With the aid of Anemone and Patriot they drove the creatures off, but it's still a mystery as to what they were up to.
Upon examining the contents of the crates the team discovered mystical tomes and ancient artifacts. Clearly a collection of morsels to feed Hitler's appetite for occult items.
After that long recap, I really just wanted to say how much fun the game was. One of the players said the fight had a good balance of looking pretty easy while also maintaining a bit of menace, which was good to hear. I had no interest in knocking out or seriously endangering any of the characters. It's important for me when running a game for players new to that game to have the first few sessions be mostly about fun and learning the system. No heavy story concepts. No major defeats. It's my time to lay some groundwork and set the tone of the game. Plus, most importantly, I want to make the players feel like they're playing heroes and not schlubs with powers.
After this session, I'm pretty jazzed about the game. Now I have to figure out exactly what the characters are going to want to do next. Investigating the books and artifacts will be high on the lsit, but I still have more story to tell that doesn't invovle that. I'll give it some thought.
Stand by for adventure!
Wednesday, November 5, 2008
The Television Shall Be Our Destroyer!
The TV was on in the background, but it was just too large a distraction to get much done, especually since everyone around the table was invested in what was happening on screen. So, we stopped to watch McCain concede and we stopped to watch Obama be presidential, plus a few other moments of joking about the pundits and projections.
Anyway, the game was sort of a waste and we're going to pick it up next week when the PCs go to investigate some unusual activity on the waterfront.
Lesson relearned: Don't have a TV on when you're trying to game.
Friday, October 24, 2008
M&M: The Home Team
The game is set in early 1942 (although I forgot that it was winter in the first game, whoops) and the characters have been recruited to be the "Home Team" while the other heroes are off fighting on the frontlines or carrying out Top Secret missions. They'd only just met at the beginning of the first session when they were being shown around their new base; a tricked out Brownstone in Cape City.
Cape City is my homebrew setting for many of my superhero games over the last 10-12 years. It's very Freedom City/Astro City in feel. Oh, and it's named Cape City because it's actually located on a cape (the geological formation, not the article of clothing). I like using Cape City because I know a lot about it and can easily pull ideas out of my head for running games, but I can also alter things in the city to fit whatever's appropriate or interesting for the latest game.
I wanted to post the write-ups for the characters, so everyone can see what I have to work with. It's an interesting team with some pretty normal characters as well as some more . . . challenging ones. Oh, I'm using the Hero Lab software to create all the heroes and villains. It's a great program that also allows me to output the characters in HTML like you see below. Here they are.
Patriot
The man who would become Patriot was born and killed in the 1700s. He was the first American to die in defense of the country at the start of the War for Independence. He was "reborn" shortly thereafter and has been fighting to defend the country ever since. (Played by Seth Johnson.)
Power Level: 8; Power Points Spent: 120/120
STR: +4 (18), DEX: +3 (16), CON: +4 (18), INT: +2 (14), WIS: +3 (16), CHA: +5 (20)
Tough: +11, Fort: +6, Ref: +5, Will: +4
Skills: Diplomacy 8 (+13), Gather Information 6 (+11), Notice 6 (+9), Search 5 (+7), Sense Motive 7 (+10)
Feats: Benefit - Diplomatic Immunity 1, Benefit - Security Clearance 1, Benefit - Wealth (Rank 24: Rich) 4, Connected, Fearless, Improved Initiative 1, Jack-Of-All-Trades, Well-Informed
Powers:
Immortal (Immunity 1) (Aging)
Indomitable (Protection 7) (+7 Toughness)
Indefatigable (Speed 4) (Speed: 100 mph, 880 ft./rnd)
Liberty Silver (Device 5) (Powers: Blast 10)
Gun (Blast 10) (DC 25, Alternate Powers: Bell (Blast 6) [Alt], Torch (Dazzle 10) [Alt], Torch (Dazzle 6) [Alt], Sword (Strike 10) [Alt], Eagle (Stun 6) [Alt])
Bell (Blast 6) [Alt] (DC 21, Extras: Area, Explosion (60 ft. explosion - General))
Torch (Dazzle 10) [Alt] (DC 20, Affects: Two Sense Types (2/r) - Visual Senses)
Torch (Dazzle 6) [Alt] (DC 16, Affects: Two Sense Types (2/r) - Visual Senses, Extras: Area, Burst (30 ft. radius - General))
Sword (Strike 10) [Alt] (DC 25, Extras: Penetrating)
Eagle (Stun 6) [Alt] (DC 16, Extras: Range 1 (ranged))
Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +10)
Attacks: Unarmed Attack, +6 (DC 19), Gun (Blast 10), +6 (DC 25), Bell (Blast 6) [Alt], +6 (DC 21), Torch (Dazzle 10) [Alt], +6 (DC Fort/Ref 20), Torch (Dazzle 6) [Alt], +6 (DC Fort/Ref 16), Sword (Strike 10) [Alt], +6 (DC 25), Eagle (Stun 6) [Alt], +6 (DC Fort/Staged 16)
Defense: +5 (Flat-footed: +3), Knockback: -5
Initiative: +7
Languages: Native Language
C.L.I.V.E.
C.L.I.V.E. (Clockwork Living Intelligent Valet Extraordinaire) was recovered by U.S. forces from the abandoned ruins of a mansion after the fall of France. His origins are unclear, but he claims to be over 200 years old. (Played by Mike Mulvihill.)
Power Level: 8; Power Points Spent: 120/120
STR: +8 (26), DEX: +2 (14), CON: +0 (-), INT: +1 (12), WIS: +0 (10), CHA: +2 (14)
Tough: +16, Fort: Immune, Ref: +2, Will: +2
Skills: Diplomacy 4 (+6), Drive 2 (+4), Intimidate 2 (+4), Knowledge: Current Events 3 (+4), Knowledge: History 4 (+5), Language 1 (+1), Notice 4 (+4), Prof: Valet 8 (+8), Search 4 (+5)
Feats: All-Out Attack, Ambidexterity, Attack Focus (Melee) 8, Defensive Attack, Distract (Intimidate), Eidetic Memory, Elusive Target, Fighting Style: Boxing, Improved Block 1, Improved Grapple, Interpose, Power Attack, Stunning Attack, Takedown Attack 1
Powers:
Density 5 (+10 STR, +2 Toughness, Weight Multiplier: x2; Adds: Super-Strength 1, Immovable 1, Power Feats: Innate, Extras: Duration 1 (continuous), Flaws: Permanent)
Super-Strength 1 (+5 STR carrying capacity; +1 STR to some checks)
Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
Deflect 6 (Deflects: Slow Projectiles (1/r))
Immunity 12 (Life Support, Aging, Sleep, Starvation & Thirst)
Impervious Toughness 4
Super-Senses 2 (Ultra-Hearing, Low-Light Vision)
Attack Bonus: +0 (Ranged: +0, Melee: +8, Grapple: +16/+17)
Attacks: Unarmed Attack, +8 (DC 23)
Defense: +0 (Flat-footed: +0), Knockback: -12
Initiative: +2
Languages: French, English
Anemone
Anemone (named for the flower, not the undersea critter) is mostly a mystery. What is known is that she's a psychic with a storefront shop in the New Haven section of Cape City. (Played by Kristian Haapa-aho.)
Power Level: 8; Power Points Spent: 120/120
STR: +0 (10), DEX: +2 (14), CON: +2 (14), INT: +1 (12), WIS: +5 (20), CHA: +5 (20)
Tough: +2, Fort: +6, Ref: +6, Will: +6
Skills: Concentration 4 (+9), Diplomacy 3 (+8), Drive 1 (+3), Handle Animal 2 (+7), Intimidate 8 (+13), Knowledge: Behavioural Science 2 (+3), Medicine 1 (+6), Prof: Psychic 2 (+7), Sense Motive 4 (+9), Swim 1 (+1)
Feats: Attack Focus (Ranged) 5, Attractive 2, Eidetic Memory, Fearless, Fearsome Presence 3, Improved Initiative 1, Inspire 1, Leadership, Master Plan
Powers:
Astral Form 4 (Alternate Powers: Telepathy 8 [Alt], Emotion Control 8 [Alt], Mental Blast 5 [Alt], Power Feats: Subtle 1 (subtle))
Telepathy 8 [Alt] (DC 18, Adds: Communication 8, Mind Reading 8)
Emotion Control 8 [Alt] (DC 18)
Mental Blast 5 [Alt] (DC 20)
Mind Shield 6 (Impervious +6 to Will saves vs. Mental effects)
Shield 10 (+10 dodge bonus)
Teleport 2 (200 ft. as move action; DC 12)
Attack Bonus: +3 (Ranged: +8, Melee: +3, Grapple: +3)
Attacks: Unarmed Attack, +3 (DC 15), Mental Blast 5 [Alt], +8 (DC Will 20)
Defense: +14 (Flat-footed: +2), Knockback: -1
Initiative: +6
Languages: English
Sally Steel
Sally's husband volunteered to join the Army and Sally badly wanted to join him on the front lines, but she was repeatedly laughed out of the recruiters' offices. So, she signed up to work in a factory. Late one night the notorious Axis spymaster and Thule society sorcerer Eldric von Hexenblut attacked the steel mill. An explosion setn Sally into a vat of molten metal, but instead of dying she took on its properties! (Played by Wilhelm Fitzpatrick.)
Power Level: 8; Power Points Spent: 124/120
STR: +7 (11/24), DEX: +1 (12), CON: +9 (14/28), INT: +0 (10), WIS: +1 (12), CHA: +2 (14)
Tough: +9/+12, Fort: +10, Ref: +4, Will: +6
Skills: Craft: Steelworker 5 (+5), Diplomacy 6 (+8), Gather Information 2 (+4), Intimidate 6 (+8), Language 1 (+1), Notice 8 (+9), Search 6 (+6), Sense Motive 10 (+11)
Feats: Diehard, Inspire 2, Interpose, Ultimate Effort - Toughness, Fortitude 2
Powers:
Molten Metal Body (Alternate Form 13)
Solid (Powers: Density 6, Immunity 8, Energy Aura 2, Environmental Control 1, Enhanced Ability 1, Enhanced Ability 14, Impervious Toughness 5, Strike 2)
Density 6 (+12 STR, +3 Toughness, Weight Multiplier: x5; Adds: Super-Strength 2, Immovable 2, Extras: Duration 1 (continuous))
Super-Strength 2 (+10 STR carrying capacity; +2 STR to some checks)
Immovable 2 (Resist Movement: +8, Resist Knockback: -2)
Immunity 8 (Environmental Condition: Heat, Suffocation (All), Damage Type: Fire)
Burning Form (Energy Aura 2) (DC 17, Energy Type: Fire, Extras: Duration 1 (continuous), Flaws: Permanent)
Environmental Control 1 (Radius: 5 ft.; Heat (Extreme), Extras: Duration 1 (continuous), Flaws: Permanent)
Enhanced Ability 1 (+1 STR; Ability: Strength)
Enhanced Ability 14 (+14 CON; Ability: Constitution)
Impervious Toughness 5
Metal Fists (Strike 2) (DC 24, Power Feats: Mighty)
Power Settings:
Solid (Powers: Density 6, Immunity 8, Energy Aura 2, Environmental Control 1, Enhanced Ability 1, Enhanced Ability 14, Impervious Toughness 5, Strike 2)
Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +13/+15)
Attacks: Unarmed Attack, +6 (DC 22), Burning Form (Energy Aura 2), +6 (DC 17), Metal Fists (Strike 2), +6 (DC 24)
Defense: +4 (Flat-footed: +2), Knockback: -10/-12
Initiative: +1
Languages: Englsih, Polish
The Bug
The Bug is a consumate inventor, but after falling on hard times he was forced into using his inventions for the Mob. After threatening to leave their "employ" his bosses ratted him out to the Feds and the Bug went to prison. After the bombing of Pearl Harbor the Bug volunteered to do whatever he could to help his country. Now the country has taken him on up on that offer. (Played by John Aegard.)
Power Level: 8; Power Points Spent: 130/120
STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)
Tough: +8, Fort: +6, Ref: +7, Will: +5
Skills: Bluff 12 (+12), Craft: Chemical 12 (+12), Disable Device 12 (+12), Disguise 8 (+8), Knowledge: Technology 12 (+12), Notice 8 (+8), Search 8 (+8)
Feats: Attack Focus (Ranged) 2, Attractive 1, Beginner's Luck, Dodge Focus 6, Equipment 1, Improved Initiative 2, Improvised Tools, Inventor, Luck 2, Second Chance - Choose Hazard 1, Skill Mastery - Choose 1, Ultimate Effort - Choose Action 2
Powers:
HINDER (High Velocity Neural Disrupting Entangling Rifle) (Device 16) [Lose] (Powers: Dazzle 7, Snare 6, Stun 6)
Dazzle 7 (DC 17, Affects: Two Sense Types (2/r) - All Visual, Power Feats: Accurate 2 (+4), Subtle 1 (subtle), Extras: Autofire 1 (interval 2, max +5), Alternate Save (Will), Custom 0 (Linked to Snare))
Snare 6 (DC 16, Power Feats: Accurate 2 (+4), Subtle 1 (subtle), Precise, Extras: Autofire 1 (interval 2, max +5))
Stun 6 (DC 16, Power Feats: Accurate 2 (+4), Subtle 1 (subtle), Extras: Autofire 1 (interval 2, max +5), Range 1 (ranged), Custom 0 (Linked to Snare))
SPICE (Sharp Posi-weave Infiltration coverall, Enhanced) (Device 3) (Powers: Protection 6, Super-Movement 3, Super-Senses 3, Leaping 2, Concealment 3)
Protection 6 (+6 Toughness; Flaws: Limited - Broad Type (Physical Only))
Super-Movement 3 (Slow Fall, Wall-Crawling 2 (full speed))
Super-Senses 3 (Danger Sense: Choose Sense Type, Darkvision)
Leaping 2 (Jumping distance: x5)
Concealment 3 (Sense - Smell, Sense - Sight, Flaws: Blending, Action 3 (full))
Equipment: Camera
Attack Bonus: +2 (Ranged: +4, Melee: +2, Grapple: +4)
Attacks: Unarmed Attack, +2 (DC 17), Dazzle 7, +8 (DC Will 17), Snare 6, +8 (DC Ref/Staged 16), Stun 6, +8 (DC Fort/Staged 16)
Defense: +7 (Flat-footed: +1), Knockback: -4
Initiative: +9
Languages: English
And there you go. Those are the player characters.
New Gig
I'm excited about the new job and I'll be posting bits and pieces about what I'm working on here. Soon I'll be posting some information and characters (with the players' permission) from my new M&M game here for people to check out. I hope to get to that later today.
I'm excited to be back in gaming a bit more actively and I'm very happy to be working on M&M. I love super-heroes, I love the game system, and I'm going to have a blast with it.
Stand by for adventure!

