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 Post subject: Team Roster & Guidelines
PostPosted: Mon Jun 28, 2010 4:28 pm 
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“This is Brian Peterson with a special NewsFlash report. I'm standing outside Gearwerks in Motor City as Clint Harkness, CEO and former hero Gearwerks, has called a press conference. It's rumored that he'll be presenting the starting roster of the corporate sponsored Heroes, Inc. superhero team to be based right here in Motor City. Wait, here's Mr. Harkness right now. He's stepping up to the podium … let's try and get a closer look.”
The camera pans to Clint Harkness, a handsome man in his mid-40s with golden-brown, wavy hair, well-cropped mustache and green eyes. In his usual, fashionable manner, he's wearing a sporty, blue business suit and has opted not to wear a tie for this occasion. As he steps up to the podium, he smiles a bit and looks into the cameras. ”Good Morning, Motor City. It's nice to see the citizens of our fair city showing up for my little soiree. Please feel free to indulge yourself to some of the snacks and beverages that Gearwerks, Ltd. Has provided for us today. But, please, let me get to the meat of the matter here. For years, Motor City has struggled with crime, corruption, and the evil that some do. A few months ago, since few others have raised the bar in helping our fair city, I decided it was time to give back like I'd had back when I was the superhero Gearwerk. Time for you, the citizens of our Mechanical Mecca, to be safe once more. So, I put out a call … a challenge … to any hero that would respond. And, let me tell you, did they ever! Hundreds of applicants filled our website within the first two weeks, causing a massive overload to one of our servers. But now, I, with the help of a special team of individuals, have picked our starting roster! Yeah! Give it up for Heroes, Inc. people of Motor City!”

The crowd went crazy as the names and images were flashed across the screen …
WARP, SPEEDWAY, PERFECTION, ARCANE, SENTINEL, AMERICAN JUSTICE & DR. JAMES ABEL

”Now, I know what you're thinking,” Harkness said, ”'This seven member group will protect the city? What if something happens to them?' Well, we've thought of that and have asked two of our recruits to work as reserve members: AMEND & YEOMAN!” Flashing their images and names like the others, Harkness led the applause before coming back to the mic. ”Alrighty folks, with that, I have to head to a meeting. Our press agent, Ms. Honey Harrington, will be available with press packets and for comments this afternoon at Gearwerks, Ltd. HQ. Thanks for coming out gang … and we'll talk soon!”

”And there we have it, Mr. Clint Harkness on this historical day for Motor City. What does the future hold? And what of these heroes? Only time, and NewsFlash, will tell. This is Brian Peterson, we now return you to your regular programing.”


Welcome to the Heroes, Inc. Campaign. In this campaign, you'll be working together as members of the Heroes, Inc. superhero team working in Motor City as part of the Gerwerks, Ltd. family of businesses. Agreeing to be on the team has given you some perks: a nice new base, a few different vehicles and a staff of people to help you in the role as Motor City's premiere superhero team.

Character Creation

All characters should be created as PL 10 heroes with 150pp to start. Characters should be created as per the rules presented in Mutants & Masterminds, Second Edition and may use any official M&M book with the exception of Golden Age, Mecha & Manga and Warriors & Warlocks. The only rules that will be used from the Masterminds Manual are Wealth and Martial Arts Styles. A base and vehicles will be provided as part of joining the team. However, a hero may have their own vehicle if they want, but I would prefer no other bases unless you can give me a compelling reason as to why they'd have one.
Any Feat that has levels should be limited to PL/2. So, for example, if someone wants to max out Luck, the most you can buy is 5 levels in it. Equipment is the exception if it's appropriate. Don't worry too much about mundane things (cell phones, ID, Laptop, an Audi, etc.). If it doesn't come into play all that much, it's just backdrop for your character. Buying things with the Equipment feat are usually in their superhero identity (or both). Please make sure the equipment is appropriate to the character (no Superman with a jetpack for example). If you're not sure about something, PM me and I will try to help. Alternatively, I hang out in the chat when I can. Please submit all characters via PM to me for approval. Once approved, they need to be placed in the appropriate thread. Two last rules: Stay faithful to your concept. There are reasons why I picked who I did. If it's not the character you wanted to play and don't want to play them, then please let me know and step down. Lastly, please do not try to min/max your characters. Take the time to develop them in ways that make sense. This game is not always about combat, so don't try and make a character that's great at everything. Teamwork is always a plus and WILL BE REWARDED in this game. :)

House Rules

Damage is rolled rather than being static. I use 1d20+Power for effects. It works better for a greater spread, and allows a nice variety of damage.
Reputation is a stat like Wealth. In the beginning it's equal to your PL and you may gain or lose reputation as per your deeds. Negative Rep is a bad thing, and may endanger your role on the team. Positive reputation is gained by doing good deeds and helping others, while negative reputation is gained by doing evil deeds and carelessly endangering others.
Critical Hits occur when you role within your threshold. There is no roll to check if it's a crit.
Variable is restricted and only available to a player on a case-by-case basis. If you can't give me a compelling reason to have it, you won't be able to use it. Power alone is not a reason ...

Blue Booking

I use Blue Booking in my games when I can. This allows players to have a sideline adventure or resolve something one on one (or occasionally two on two). When a player is pulled into Blue Book, it's like having a mini-series or one-shot starring them. I will usually contact you when there is Blue Book time (or post it in the OOC thread). This grants additional XP on occasion, as well as offering character development. I will have the same expectations with Blue Booking, as I do with the ongoing game.

Posting Guidlines
(blatantly stolen from Alicia's Growing Shadows game … thanks Alicia! ;) )

At minimum, players should expect to post 3 times a week.
Make sure to read ALL posts, not just the ones you believe relevant to you.
I understand allowances must be made for real life. If you feel that you are unable to hold up the minimum posts, please let me know and some arrangements will be made.
No one-liners, or two-liners. Posts should be, at minimum, about four lines (or a paragraph) long. If you can't think of enough to write I respectfully submit you're not thinking hard enough. How does your character say what they're saying? What expressions do they wear? How do they move? How do they act? This is a roleplaying game, so succeeds or fails based on how well you portray your characters and how well the audience—me, the other players, PCs and NPCs, and anyone reading—come to understand them. Also, by being descriptive you leave less to the audiences imagination of what you're doing and informs them precisely of what you are doing. This will lead to less misunderstandings down the line.
Please, please use correct grammar and spelling. We're all adults and went to school. We should be able to write grammatically correct sentences and spell correctly most of the time. Some advice: use a word processor and spell check. (This will also prevent your browser from losing your nice long post.) Then reread aloud to yourself what you wrote. If it doesn't sound right when read aloud it will most likely sound awkward when read by someone else. Reading aloud will also force you to concentrate on the words and catch corrections far easier than just reading it to yourself.
The IC thread is for IC. It sounds obvious I know, but what I mean by this is that out-of-character questions and chatter should be kept to the OOC thread. The only OOC allowed in the IC thread is the breakdown of actions you wish to take during a round, which should be listed after any in-character writing and placed in double parentheses to indentify it. Please don't break up the flow of your narrative by including any OOC in the middle of the text.

Please let me know if you have any questions. Welcome to the game and let's have some fun!

Please Note: With M&M 3e just around the corner, there's a good chance we may be adapting to that as well. But, I won't be switching until I have more information. Stay tuned for more :)

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Characters: Kurr (Tapestry: The Tattered Edges) , Dremin Kol (Growing Shadows), Jin Arakaki (Denver: City of Shadows)
Campaigns: M&M: Motor City Madness, M&M: Heroes, Inc., HEX: Epic Adventures, Pathfinder: For Gold & Glory


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 Post subject: Re: Team Roster & Guidelines
PostPosted: Tue Jul 06, 2010 12:58 pm 
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There needs to be some clarification on a few things as far as character generation goes ...

Ability Scores
Limits as per M&M 2nd Ed. (p.30) are as follows:
8-9........Below Average/Teenager
10-11.....Average Adult
12-13.....Above Average
14-15.....Well Above Average
16-17.....Gifted
18-19.....Highly Gifted
20-21.....Best in the Nation
22-23.....Best in the World
24-25.....Best Ever/Peak Human
26+........Superhuman

These are guidelines you should consider when making your character. Taking a stat 20+, unless you're very clear in your concept, will bring about some questions such as: How old is your character? Are they REALLY that adept at that trait(s)? Can you play someone that adept?
A good example of this is Intelligence. Having an Intelligence 20+ puts you in a special division of smarts. You're well on your way of fitting in with people such as Tony Stark, Hank Pym, and Reed Richards. However, are they actually that intelligent? Or is it a skill that they happen to be good at? Are they over all that smart, or are they just good at Knowledge (Civics) and Knowledge (Streetwise)? Don't mistake a high ability for a skill in such an ability.
While it's true that the maximum ability score is 40 for PL10, unless it's a superhuman trait, you need to ask yourself: Is this character this Strong/Fast/Smart/Charismatic/etc.? And if you do take it, you should be prepared to answer questions from me before getting approved :)

A Note About Age: Players that define their characters as teenagers should keep a few things in mind. According to Hero High, most teens start with stats around 8. This represents the character's undeveloped abilities. Can you have them higher? Yes, especially if you're an older teen. The same thing applies to skills. Is it likely you'll have high skills? Probably not. A teen, even in their late teens, having more than 5 ranks in a skill will have to have a good reason and be approved by the GM.

Skills
As per M&M 2nd Ed. (p.38) the rank benchmarks are:
1-4......Basic Training
5-8......Professional Training (as in a professional)
9-12....Expert; Recognized as such
13-15..Virtual Mastery of Skill
15+.....Amazing Level of Skill/Among best trained people in the skill.

Like Ability Scores, skills have a certain limit that can be taken. Starting characters may have a few skills that are expert level and possibly one that's above that (especially if they're a skill-based character like Batman, Doc Savage or Dominic Fortune), but it's unlikely that a character will be a skill machine if they want to be decent with other areas. The best way to tackle this is to approach the character concept and ask yourself: What are they good at? How much skill would they have? How much training have they had? Sure, it's possible to come by some natural skill, but 10 ranks of natural skill? Unlikely unless it's a power.

Power Points vs. Concept
Or How to Get Your Character Approved Quicker and Easier
When statting your character, keep a few things in mind:
1) Does my character work well in the team? Will they overshadow anyone else?
2) How adept is my character? Are my stats too high? Too low?
3) How experienced is my character? Where are they right now? High School? University? Profession?
4) Does the character live up to the concept?
5) Have I spoke to the GM about my intent and shown him the stats before posting? Has he given me feedback that I need to consider?
6) Am I over limit? What do I need to lower/change to make the character work?
7) Is my character a good character or an effective build? If it's the latter, you may want to re-read #5.
8) Do I have a background? Is it complete? Can I work with another player and link them? Have I taken two Complications?
9) Have I checked to make sure my stats don't break the PL Cap? Do I need redistribute points to make it work?
10) Is the character fun for me to play? Is it going to be fun for the GM and other players to interact with?

Allow me to be a bit blunt here. I won't accept a character that I see as broken. If the character steps on the toes of too many others, if the build just doesn't work or if the character isn't living up to the concept, it will be rejected. I'm not interested in going around the build twenty times to get it right. I'm more than happy to help when I can ... but if I do, please listen to it :) If another player offers some advice, it doesn't hurt to listen to them either. If we can't come to an accord on the character, you will be asked to leave the game and one of the reserves will be made active. I may allow a player to step down to reserve if I approve a second concept from them, but do not assume that's the case unless I tell you otherwise.

If anyone needs help, toss me the stats via PM and I'll see what I can do. I'm happy to discuss them in chat as well, but don't be too surprised if we go to Private Chat to discuss them. Please take a look at what I've posted above. If you have questions, I'm glad to answer them in the OOC thread or via PM. Thanks :)

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My Deviant Art Gallery
The Hit Parade - A Star Wars Bounty Blog
Characters: Kurr (Tapestry: The Tattered Edges) , Dremin Kol (Growing Shadows), Jin Arakaki (Denver: City of Shadows)
Campaigns: M&M: Motor City Madness, M&M: Heroes, Inc., HEX: Epic Adventures, Pathfinder: For Gold & Glory


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 Post subject: Re: Team Roster & Guidelines
PostPosted: Wed Jul 28, 2010 4:18 pm 
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Mutants & Masterminds Third Edition Changes FAQ

Defenses? WTF?
Defenses are one of the new rolls. Many of them serve a dual purpose of being a Defense and a Save (now Resistances). When an attack is made, the attacker must roll above a target's Defense+10, while when resisting damage, the target must resist with the appropriate defense. DCs for various resistances vary depending on the effect.

What Can I Do With Extra Effort?
Action: Gain an additional standard action.
Bonus: Perform one check with a +2 bonus or improve an existing bonus to a +5 major bonus. This could also negate a penalty (making it a check with no modifier), or reduce a major penalty to a -2.
Power: Gain a +1 to a power's rank until the hero's next turn.
Power Stunt: Gain a temporary Alternate Effect, which last till the end of the scene.
Resistance: Gain an additional resistance check against an ongoing effect. If the extra effort incapacitates the character, they cannot make any other resistance checks until recovered.
Retry: Some effects require extra effort to retry a degree of failure.
Speed: +1 to Speed until the start of the hero's next turn.
Strength: +1 to Strength until the start of the hero's next turn.

What Can I Do With Hero Points?
Edit Scene: You can edit a scene to allow your hero and advantage by adding/changing certain details. Final decision on such changes are at the GMs discretion.
Heroic Feat: Gain a rank of an advantage you don't have until the end of your next turn. You must be able to use and cannot choose a Fortune advantage. If the advantage has prerequisites, you must adhere to them.
Improve Roll: You may re-roll ant die roll you make and take the better of the two. Any roll 10 or below in this fashion, add 10 to the roll. Anything 11+ remains as rolled. You must spend the point before the result is announced and you may only spend them on your character (unless you have Luck Control).
Inspiration: Gain sudden inspiration in the form of a hint, clue or help from the GM.
Instant Counter: Spend a point to attempt a counter effect used against you as a reaction.
Recover: Spend a point to recover faster. One Hero point soaks a dazed, fatigued or stunned condition without taking an action. It also allows using extra effort without fatigue.

How Do I Get Hero Points?
By performing acts of heroism, roleplaying and having complications occur during a game.

What Does 'Stunned' Mean?
One of the results that can occur is having a Condition set upon your character. Things like 'Stunned', 'Dazed', 'Bound' and such all carry various penalties to your characters health and actions. Luckily, Green Ronin has provided folks with a Reference Sheet to, well, reference when something is imposed on your character. This sheet also describes various maneuvers and actions, making it invaluable for players and GMs alike.

_________________
Image
My Deviant Art Gallery
The Hit Parade - A Star Wars Bounty Blog
Characters: Kurr (Tapestry: The Tattered Edges) , Dremin Kol (Growing Shadows), Jin Arakaki (Denver: City of Shadows)
Campaigns: M&M: Motor City Madness, M&M: Heroes, Inc., HEX: Epic Adventures, Pathfinder: For Gold & Glory


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