Showing posts with label freedom city. Show all posts
Showing posts with label freedom city. Show all posts

Saturday, January 4, 2025

Bedlam City

Bedlam City Basics is a free supers setting by Plain Brown Wrapper Games. This 47 page pdf contains everything you need to include a dark and dirty Iron Age city to your supers game. The pdf is system agnostic, though there is an expanded version I'll talk about below. So what is Bedlam City exactly?  If you want a comparison, it's the Gotham City to your Metropolis. In the pdf you'll find an overview of the city, as well as neighborhoods, important locations, government info, the media, organized crime, and a discussion of the few heroes tied to the city.  It's a cesspool of greed and corruption. The government is inefficient and crime has infiltrated all aspects of life. I used the pdf many years ago when I ran my FreedomOPS M&M 2e game. My players took a liking to the city, especially in contrast to the gleaming metropolis of Freedom City,

Bedlam City is a greatly expanded version of the setting. There is a Savage Worlds version and a Mutants and Masterminds 2e version. They are huge, clocking in at 535 and 555 pages respectively. You can't really ask for more material in a setting, but too be honest, its too much for me. I think Bedlam City Basics is in the sweet spot of setting information for a GM (minus stats), whereas this one contains too much detail. I know I said that Bedlam City is grimy dark ages 90's stuff, but it's ever darker when fleshed out. Miller's Sin City has nothing on Bedlam City. I have the Savage Worlds pdf, and while I have a lot of Savage Worlds stuff, I can't really gage how well the stats are written because it's just not one I grok with. While the pdf contains a lot of content I won't recommend it for one big reason. There is a note at the end of the item's description that says "[THIS PRODUCT CONTAINS AI-GENERATED ARTWORK. BECAUSE WE'RE POOR]." While I can relate to funds being tight, I still can't condone using AI artwork in books. If that's not an issue for you, that's fine, but I don't like supporting products that use it. I don't remember AI being mentioned in the original version I bought, it must have been added in the updated one.

If you want to add some grime to your supers game, I really recommend downloading Bedlam City Basics.

Sunday, August 21, 2022

#RPGaDay2022 Share An Intriguing Detail From A Game Setting You Enjoy

 

As I mentioned on Day 11, I'd love to live in Freedom City. It's just a great amalgamation of DC and Marvel comics. Instead of just one intriguing detail, I thought I'd direct y'all to this blog post by the creator, Steve Kenson, that reveals more than 30 homages included in the setting.

Also going to share this pic of me with Mr. Kenson at GenCon 2019, because I was so excited to meet him.



Thursday, August 11, 2022

#RPGaDay2022 If You Could Live In A Game Setting, Where Would It Be?

 
If I could live in any game setting, I'd choose the Mutants & Masterminds setting, Earth Prime/Freedom City. Why because to quote Kirby Krackle, "I wanna live in a world full of heroes."


I could have picked the Marvel's 616 or the DCU, since they've both been settings for games, but I decided to go with Earth Prime, because it's the best of both worlds. And who knows, if I did live there, maybe I could get powers too.

Monday, January 22, 2018

Mastermind Monday - Zombie Centurion (Revised)

Turning Freedom City's Centurion into a flesh eater, ala Marvel Zombies, was one of my first Mastermind Monday posts. I thought I'd flesh out the stats (pun intended) and repost. 

Zombie Centurion - PL 15

Strength 19, Stamina -, Agility 2, Dexterity 2, Fighting 6, Intellect 4, Awareness 2, Presence 3

Advantages: Chokehold, Fast Grab, Improved Smash, Leadership, Power Attack, Seize Initiative, Startle, Takedown, Tracking

Skills
Close Combat: Unarmed 4 (+10), Expertise (Journalism) 6 (+8) Intimidation 10 (+13)

Powers

Infecting Bite
Weaken Stamina 10 (Incurable, Resisted by Fortitude, Progressive) – 31 points

Invulnerability
Impervious Toughness 18 – 36 points

Super Movement (Array)
Flight 15 (64,000 MPH) - 30 points
Quickness 15, Speed 15 (64,000) - 1 point

Zombie
Immunity (Fortitude Effects) – 30 points

Offense
Initiative + 2
Unarmed +10, Close Damage 18

Complications

Fallen Icon: The Centurion remembers being Earth’s protector and is horrified by his current conditions.
The Hunger: The Centurion must feed on flesh. The hunger tends to override all other emotions and thoughts.

Language
English, Latin
Defense
Dodge 10, Parry 10, Fortitude 15, Toughness 18, Will 15

Power Points
Abilities 72, Powers 121, Advantages 9, Skills 10 (20 ranks) + Defenses 44= 212Points

Saturday, November 29, 2014

Sweet Christmas!


























I know it's a bit early, but I've been hit with a combination of nostalgia and inspiration. Back in 2007-2008 I ran a regular Mutants and Masterminds (2E) game. One of the adventures we ran was Crisis on Christmas. You can find the 3E update of that adventure here. Well I've talked to my players and two of them are up for us getting together to do a one-shot Christmas reunion adventure (using 3E).

While the name doesn't sound that creative, I'm calling it "Crisis on Christmas! (AGAIN)." The title is a reference to my favorite Christmas song, The ThoughtCriminals - It's Christmas (AGAIN). Still working out the details, but it should be a great time.

And who knows if the spirit hits me I may do some M&M posts next month and call it the 12 Days of Sweet Christmas.

Tuesday, May 13, 2014

M&M 3E Resources (Latest Update 5-16-16)

I've compiled a list of resources for Mutants and Masterminds 3rd Edition. As I (hopefully) find more things I will continue to update the list. Please note that these are just 3E pdf's, there are plenty of other useful resources online.


Character Sheets
Black and White
Color

Archetypes
Cursed Adventurer and Ex Cape
Dark Emissary and Inhuman Juggernaut
Space Demigod (with Energy Being and Insectoid race templates)

Character Stats
The Atom Family (Freedomverse)
Vortex (Freedomverse) 
Dragoneye (Freedomverse) 
Victor (Freedomverse) 
Xeno (Freedomverse)  
Kid Robot (Freedomverse)
Ultramarine (Freedomverse)
Rocky (Freedomverse)
Mongrel (Freedomverse) 
Princess (Freedomverse)
The Rook (Freedomverse)
Dr. Sin (Freedomverse)
The Cybertribe (Freedomverse)
The Powercorps (Freedomverse) 
Talona (Freedomverse) 
The Black Avenger (Freedomverse) - broken link
Terminus Probot (Freedomverse)
Megaladon (Freedomverse)
The Spectre (DC)
Poison Ivy (DC)
Power Girl (DC) 
Shadow Thief  (DC)
The Joker (DC)
Aquaman (DC)
The Committee (Wild Cards)
Drummer Boy (Wild Cards)
Blindspot and Massive Defender
Nero the Newshound and Ogre Bear
Ruadan and Samson
TitanPrime and U.S. Ape
Velocity Raptor and Virago II
Alien Supermind

Adventures
The Silver Storm (Freedomverse)
Crisis on Christmas (Freedomverse)

Quickstarts
Superboy vs Knockout (DC)
Batman vs Bane (DC)

Other
2nd to 3rd Conversion Notes
DC Hero's Handbook Errata

Third Party
FCBD Super-Special 2014 (Adventure and NPC's)
Elements of Ruin: The Challengers (NPC's)
The Objectivist
Gamemaster - AoV Solo Special
Gingerbread Golem
Megastar - AoH Solo
Super Powered Legends: Mako Shark
Fantastic Heroes Special (Fantasy Archetypes)
Drone Disasters
Enemy Strike File: Stunt Double

Monday, July 15, 2013

Mastermind Monday - Fashion Monster

Today's character for Mastermind Monday was inspired by a strange (but super catchy) J Pop song my friend has got me addicted to. Next week I will stat out her boyfriend, the heroic otaku Kappa.




Fashion Monster

 PL: 10

Real Name: K'rai Pam'yu
Quote: “I will not go back. These are my friends. This is my home now.”

Strength 10, Stamina 10, Agility 3, Dexterity 1, Fighting 6, Intellect 0, Awareness 5, Presence 5

Advantages
Attractive, Beginner's Luck. Die Hard, Hide in Plain Sight, Interpose 

Skills
Close Combat: Unarmed 6 (+12 ), Deception 10 (+15), Expertise: Music 8 (+8), Expertise: Popular Culture 8 (+8), Persuasion 7 (+12). Stealth 10 (+13

Powers


Grue Physiology (Morph 3 [Humanoids]) -15 Points
Flight (Flight 9, 1000 MPH) - 18 Points
Psychic (Mindreading 5) - 10 Points

Offense
Initiative +3
Unarmed +12, Close Damage 10

Complications
Alien: FM is a rogue grue. If her people or most citizens of Earth discovered her whereabouts or true nature she would be mistrusted and hunted.
Naive: FM is still learning Earth culture and customs. Unfortunately for her, most of what she learns comes from watching JPop and anime that she is exposed to from her boyfriend, Kappa.

Languages
Japanese

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 60 + Powers 43 + 5 Advantages  + Skills 26 (42 Ranks) + Defenses 16 = 150 Total  points.

Background: K'rai Pam'yu was commissioned as an infiltrator by the Grue Unity and was a part of the Grue invasion of 2004. However, her landing pod was damaged and she remained in stasis. Oblivious to her surroundings she was confined to her pod until she was discovered almost ten years later by the young Japanese vigilante, Kappa. The young hero took the unconscious alien back to his small apartment. Waking with no memories of who she was or why she was on Earth, K'rai was a blank slate. Scanning the young man's mind she found herself touched by kind spirit. Instinctively using her Grue physiology she took a form similar to the pop stars the young man obsessed over. Having no where else to go she stayed with the young hero and the two grew close. Eventually her memories started returning but enamored by the freedom of her new life (and Kappa) she has decided to abandon her original mission and use her abilities to defend her new home. 

Monday, June 24, 2013

Mastermind Monday - Adam WarRock

Today's Mastermind Monday will be a bit different. The character stats below have been posted before on Halls of the Nephilim. However, I felt like it was fitting to repost them. Why, because today kicks off Adam WarRock's annual donation drive (June 24 - July 3rd). WarRock is one of the most talented MC's out there. He makes excellent pop culture based raps. He's released  mixtapes based on Game of Thrones, Parks and Recreation, Firefly, House Slytherin, Firefly, and various Marvel Comics (just to name a few). He also releases over 100 singles a year. He does this all for free. Outside of selling some merch, the man makes his music for free. He actually has a policy of refusing to take donations outside of the designated donation drive time. He's even giving away things for donating. Give anything and you get a live concert video (shot at his house with his friends), an album of that concert, another new mixtape, and a ton of free digital comics. I know this style of music isn't for everyone, but I still think you should check him out.




WarRock aka Adam Warrock- PL 8

Quote: “I am a space man. I am an alien. I've traveled light years, a homo sapien. A middle finger for all the cats who hated him.. 'Cuz I'm a beast bitch grrrr, Invader Zim.”

Strength 3, Stamina 4, Agility 4, Dexterity 4, Fighting 6, Intellect 5, Awareness 5, Presence 4

Advantages
All-Out Attack, Attractive, Diehard, Eidetic Memory, Fearless, Grabbing Finesse, Improved Initiative 2, Improved Trip, Instant Up, Take Down, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics 2 (+5), Close Combat: Unarmed 6 (+12 ), Deception 4 (+8), Expertise: Law 4 (+9), Expertise: Music 6 (+11), Expertise: Popular Culture 6 (+11), Perception 4 (+6), Persuasion 6 (+11), Sleight of Hand 4 (+8), Stealth 4(+8) ,Technology 2 (+7)

Powers
Glam Hand (Strike 5, Penetrating 5 Feature: Hands glow when in use [11 points])
Khannate Light Combat Suit (Leaping 2, Protection 5, Removable [5 points])

Offense
Initiative +12
Unarmed +12, Close Damage 8 (Penetrating 5)

Complications
Emo: WarRock's emotions often get the better of him.
Enemy: The Star Khan is aware that he and WarRock share the same bloodline. Though he sees him as insignificant for now, the Khan still sees him as a loose end to be tied up.

Languages
English

Defense
Dodge 7, Parry 7, Fortitude 8, Toughness 9, Will 8
Power Points
Abilities 70 + Powers 16 + Advantages 12 + Skills 26 (52 ranks) + 13 Defenses = 137

Background: Eugene Ahn always knew he was different. However, it wasn't until he was in his early 20’s that he learned just how different he was. One night he was visited by Kheshig, former leader of the Stellar Khanate Imperial Guard and personal servant of Queen Khana. Kheshig informed Adam that he was actually part of the royal bloodline and only half human. The alien warrior also taught Eugene how to tap into the Starfire, an ability unique to his bloodline (which he calls his Glam Hand).

Kheshig warned Eugene that one day the Star Khan would send someone for him. He implored the young man to train in the warrior arts and prepare for the eventual confrontation with his cousin’s forces. Gaining a new lease on life, Eugene quit his job at a local law firm and took to the road. He now travels the world testing his skills and thrilling crowds with his seamless blend of independent hip hop and pop cultural sensibility as Adam WarRock..

Monday, June 17, 2013

Mastermind Monday - The Lor Republic

The Lor Republic





The Lor Republic is a star-spanning civilization of the Milky Way galaxy consisting of hundreds of worlds.  One of the most surprising things about the Lor is that the dominant species is human! They are the descendants of of humans taken by the Preservers. Though they were war-like and expansionists at one point in history, the modern Lor are a peaceful (though vigilant) society reminiscent of ancient Rome. Humans dominate the republic, though no particular phenotype is dominant. The Republic respects the Star Knights and are rivals to the Grue Unity and the Stellar Khanate.

Lor Soldier
PL 5
Str 2 ,Sta 2, Agl 1, Dex 1, Fgt 3, Int 0,  Awe 1, Pre 1

Advantages: 
Defensive Roll 2, Equipment 3

Skills:
Athletics 3 (+5), Expertise: Current Events 2 (+2), Expertise: Military Tactics (+4), Insight 4 (+5), Intimidation 2 (+3), Investigation 2 (+2), Persuasion 4 (+5), Ranged Combat: Pistols 4 (+5), Vehicles 4 (+5)

Equipment: 
Blaster Pistol (Ranged Damage 5), Commlink,  Flash Goggles, Restraints, Rebreather

Offense: 
Initiative +1
Blaster Pistol +5 (Ranged, Damage 5),
Unarmed +3 (Close, Damage 2)

Defense: 
Dodge 4, Parry 5, Fortitude 4, Toughness 4/2*, Will 3
*Without Defensive Roll.

Totals:
Abilities 22 + Powers 0 + Advantages 5 + Skills 15 +Defenses 9 = 51

These brave men and women make up the backbone of the Lor Republic. They are well trained and disciplined. Their primary purpose is to protect the citizens of the republic from their rivals.

Lor Mentat
PL 5
Str 0 ,Sta 1, Agl 2, Dex 2, Fgt 1, Int 2,  Awe 4, Pre 2

Advantages: 
Benefit (Rank in Lor Republic)

Skills:
Expertise: Current Events 2 (+4), Insight 4 (+8), Investigation 4 (+6), Persuasion 4 (+6), Ranged Combat: Telekinesis 4 (+6), Vehicles 4 (+6)

Powers

Psychic (Mind Reading 5, Senses 1 : Precognition) 12 Points

TK Push (Ranged Damage 5, Alternate Effect: Impervious Toughness 5, Alternate Effect: Move Object 5, Alternate Effect: Flight 5)  13 points

Offense: 
Initiative +1
Telekinesis + (Ranged, Damage 5),
Unarmed +1 (Close, Damage 0)

Defense: 
Dodge 4, Parry 4, Fortitude 4, Toughness 6/1*, Will 5
*Without TK Push

Totals:
Abilities 28 + Powers 25 + Advantages 1  + Skills 11 (22 Ranks)  +Defenses 6 = 71

Lor Mentats are special psychic agents of the Republic. They are the first line of defense against the Grue and also serve as diplomats.

Monday, June 3, 2013

Mastermind Monday - The Star Knights

Today I present to you the Star Knights, intergalactic peacekeepers. They are not my creation. They are part of the cosmic landscape in the Freedom City setting (and are similar to Marvel's Nova Corps and DC's Green Lantern Corp).

The Star Knights

Sword and shield, Star Stone's light,
shining beacon in our fight,
for justice, honor, truth, and right,
evil beware - the true Star Knight!
- The Star Knight Oath

The Order of the Star Knights was created centuries ago by the sentient and noble entity known as the Mentor (another Freedom City analog of the Kree Supreme Intelligence).. Altruistic, Mentor created a group of intergalactic champions of justice, recruited from the bravest and most noble of all species. He and his robotic servitors train the noble aliens to serve as a peace keeping force. The Knights are well respected by many cultures (including the Lor Republic) because of their policy of non-interference in internal affairs of the worlds they protect.

Each Knight wears an advanced suit of armor, powered by a connection the Star Stone (a powerful cosmic artifact of near limitless energy). When a Knight dies, his armor is returned to Mentor and the Citadel.

Three Knights have had a significant presence on Earth. The first was an alien named A'Lan Koor, who served on  the Freedom League during the 60's and 70's. He currently serves as a member of the Knights Inner Circle. The second is Maria Montoya, a former police officer recruited by the nights after she helped defend the Earth from an invasion by the Grue. She currently serves as a member of the Freedom League. The final Knight known to the heroes of Earth is the sole stain in the Knights' centuries of service. The Rojan Lhar betrayed the Knights and Mentor and sought to use the power of the Star Stone for himself. His attempts were foiled by Koor. Though stripped of his powers, he found a new source of power and has become the infamous BlackStar.

Star Knight Template
Skills: Investigation 4
Advantages: Fearless
Powers:
Star Knight Armor (Device) - 88 Points
Blast 10, Comprehend 2 (Languages), Deflect 9, Enhanced Strength 8, Flight 10 (2,000 MPH), Protection 10 (Impervious 10), Immunity 10 (Life Support), Movement 4 (Environmental Adaptation: Zero-G, Space Travel 3),  Senses 4 (Communication Link, Direction Sense, Low-Light Vision, Radio}

Skills 2 (4 Ranks) + Advantages 1 + Powers 88 = 91

Monday, May 27, 2013

Mastermind Monday - The Grue Unity

Today I present you with 3rd Edition stats members of the Grue Unity, Freedom City's version of the Skrulls.

The Grue Unity

The Grue Unity is an expansionist, militaristic, interstellar empire in the Milky Way. The grue are are protean race ruled by the Meta-Mind (an entity similar to Marvel's Kree Supreme Intelligence), They have highly advanced technology and a strong military (which can be coordinated telepathically by the Meta-Mind).If not for the efforts of the Lor Republic, they would probably rule the universe.

The Grue's caste society looks down on "solid" creatures (those unable to shape shift).They've had a presence on Earth since 1947 and have attempted several invasions.

Grue Drone
PL 3/ MR 3
Str 2 ,Sta 2, Agl 0, Dex 0, Fgt 3, Int 0,  Awe 0, Pre –1

Powers 
Drone Physiology (Morph 3 [Humanoids]) -15 Points

Skills 
Deception 4 (+3), Perception 2 (+2).Ranged Combat (Blasters) 4 (+4), Technology 2 (+2)

Offense 
Init +0, Attack +3 (Close, Damage 2)
Grue Pistol +4, (Ranged, Damage 5)

Advantages
Equipment 2

Defenses 
Dodge 3, Parry 3, Fortitude 3, Toughness 2, Will 3

Totals: Abilities 12 + Powers 15 + Advantages 2 + Skills 6 (12 Ranks) + Defenses 7= 39 Total  points.

Grue "drones" are the lowest caste. They have limited awareness and are controlled by higher castes (and those with advanced psychic abilities). While they are capable of acting n their own, they have abilities on their own.

Grue Metamorph
PL 6/ MR 7
Str 4 ,Sta 4, Agl 0, Dex 0, Fgt 6, Int 2,  Awe 2, Pre 3

Powers 
Metamorph Physiology (Variable 5 [Assumed forms, allocate 5 power points per rank]) - 35 Points
Psychic Infiltrator (Comprehend 1 [Languages], Mind Reading 3 ( Reduced Range: Touch), Weaken 1 (Awareness, Save vs. Will, Increased Duration) - 4 Points

Skills 
Deception 6 (+9), Insight 2 (+5), Investigation 4 (+6), Perception 4 (+6).Ranged Combat (Blasters) 6 (+4), Stealth 4 (+4), Technology 2 (+4)

Offense 
Init +4, Attack +6 (Close, Damage 4)
Grue Pistol +6, (Ranged, Damage 5)

Advantages
Equipment 2, Improved Initiative 1, Jack of All Trades

Defenses 
Dodge 6, Parry 6, Fortitude 6, Toughness 4, Will 6

Totals: Abilities 32 + Powers 39 + Advantages 4 + Skills 14 (28 Ranks) + Defenses 14=  103 Total  points.

Grue metamorphs are intelligent self-aware Grue "commissioned" for infiltration missions. They have a weak will draining ability to aid them in their duties. Unlike drones, they have true shape shifting abilities.

Rogue Grue

Occasionally a grue will gain self awareness and go "rogue." There are three known rogue grue. The first is Pseudo of the Freedom League (an analogue of DC's Martian Manhunter, who's 3E stats can be found in Chapter 2 of Emerald City Knights).The second is Meta-Grue (analogue of Marvel's Super Skrull), a selfish rogue who seeks replace the Meta-Mind  and rule the empire. The final is Changeling (analogue of DC's Miss Martian), a teenage grue from an alternate dimension. The grue of Changeling's dimension are individuals and altruistic.  Also Xeno of the Sentinels is an alien who's origins are tied in with the grue.
Changeling

Pseudo
Meta-Grue

Monday, May 20, 2013

A Hometown Worth Protecting From Evil

So I've got a question for everyone. In your supers games, where do your characters hang their capes and cowls when they lay down for sleep? While it's not true of every hero, most heroes are defined by their cities. Seriously what would Spider-Man be like without NYC or Batman without Gotham? Speaking of Gotham, I've pre-ordered DC Adventures Universe and I'm pretty excited. I may actually run a game in the DCU. Though I own many, Mutants and Masterminds is the supers game I typically run. When I do I almost always use the same setting. Freedom City is my favorite published superhero setting. It's a wonderfully crafted loving tribute to DC and Marvel. It hasn't been mentioned much in the 3rd Edition of Mutants and Masterminds, but there is a new city book set in the same universe, Emerald City, that will be released (hopefully) soon. In addition to Freedom City and Emerald City, there are several other fictional US cities I use in my Freedomverse. They've all been placed on a blank US map and shown below.

Freedom City, Massachusetts (as featured in Freedom City)- This shining metropolis has been the center of American metahuman activity since colonial times. Freedom City was the home of Earth's champion, the Centurion, and it was here that he died repelling the Terminus Invasion in 1993. The city hosts Freedom Hall, the Earth HQ of the prestigious Freedom League. The metahuman prison Blackstone Federal Penitentiary is also located in the area.

Bedlam, New Jersey as featured in 2nd Ediition book Bedlam City) -Bedlam is a city of rust and decay. A medium sized city, it is a former industrial town. However, the greedy hands of the mob and corrupt leadership has caused the city to slowly die. Still it's residents are stubborn and cling to what they have (even if it's covered in graffiti and broken glass). The city has never had a large metahuman population.

I don't use the full version of Bedlam. It's just too dark and strange for my tastes. However, I really like the overall concept of the city and I've found that using the stripped down version of the city that's found in Bedlam City Basics works wonderfully in my games. It really makes Bedlam the Gotham to my Freedom City Metropolis.)


Summit City, Pennsylvania (as featured in The WatchGuard Sourcebook) - Summit City is a progressive city nestled in one of the valleys of the Appalachian Mountain range. While it started as a small mining town, the city is now an example of modern marvels. Thanks to Catalyst Technologies and Meridian Enterprises (two local corporations), the city is primarily green (and doesn't operate on standard power grids). The city is home to the heroic WatchGuard, which is based on the same mountain as the metahuman Adrian Heights Prison.

Summit City is only briefly described in the sourcebook, which fits easily into the Freedom City setting.

Monroeville, Oklahoma (original creation) - Monroeville is a small retirement community outside of Tulsa. What many people don't realize is that many of the citizens of the community are retired heroes and villains. AEGIS monitors the community closely.

Bunker Ridge, Colorado (as featured in the 2nd Edition book Lockdown) -Bunker Ridge was started as a small fundamentalist town in Colorado. The town grew into a small mining and industrial city. However, the can do attitude of its industrious residents couldn't stop the towns decline. Things changed the 90's when the town was chosen to be the home of a new (privately owned) metahuman prison. The town is now vibrant and growing once again. However, there are whispers that something sinister lies below the surface.

The community is actually Buckner Ridge in the sourcebook, but in my head I kept calling it Bunker Ridge, so I decided to change the name for my game.

Emerald City, Washington (will be featured in Emerald City, though some information can be found Emerald City Knights) - Emerald City is a quiet, trendy city in the Pacific Northwest. Once quiet, thanks to techno wizard Maximillian Mars, the city is a true boom town,. The city never had a large metahuman population, but soon the Silver Storm will change that.

Expect some sort of M&M post with stats later today...

Tuesday, January 22, 2013

From the Desk of Leading Man 03

And one more for last week's session...

From the Desk of Leading Man 02



The latest "session write-up" from the resident crazy man in my Wednesday night Mutants and Masterminds game.

Thursday, December 6, 2012

From the Desk of Leading Man 01

I am running a Wednesday night Mutants and Masterminds game.

The group is made up of She'riedan aka "Danny Jones," an alien prince unfamiliar with his new home Earth (he's sort of a Starfire-esque character), Untara Tachibana  aka"Aratnu,"an illegal Japanese immigrant with the ability to shape change into mythic creatures (she said she wanted to be and I quote, "an anime princess"), and the Leading Man, a highly trained former soldier who thinks he's the star in tv series (think a good guy version of Deadpool). We have another player that has made a Raven-esque mystic but she's not been introduced into the game yet.

So far we've only had one mini session. The characters were at the Freedom City Asian Heritage Festival for one reason another when a S.T.U. attacked. They defeated it, introduced themselves, and went their separate ways.

I love my players. I really do. I got on Facebook last night and found this on the Facebook group page I made for the group. I talked to Leading Man and he's going to make this a regular thing. I thought I'd share them on here.




From the Desk of Leading Man

Monday, November 26, 2012

Mastermind Monday - Lady Tarot


Lady Tarot originally appeared in Green Ronin's Freedom City setting. I'll give a brief description here but if you want to know more about her and her hometown pick up that book. 

Lady Tarot was born Alicia Driagano. However this knowledge is secret to everyone but her father, Big Al Driagano. As far as the rest of Freedom City's underworld is concerned, Lady Tarot is some fortune telling gypsy under the protection of Big Al. While not an evil woman, Alicia feels it is her duty to serve her father, which is becoming harder and harder to do because of her infatuation with the hero, Foreshadow.

Lady Tarot
PL: 5

Strength -1, Stamina 1, Agility 2, Dexterity 2, Fighting 3, Intellect 1, Awareness 3, Presence 3

Advantages:
Attractive, Beginner's Luck, Benefit (Mob Ties), Connected, Defensive Roll 5, Equipment 5, Language 1 (Italian), Luck 1, Ritualist, Well Informed

Skills:
Close Attack: Unarmed 4 (+7), Deception 4 (+7), Expertise: Magic 4 (+5),  Intimidate 2 (+5), Investigation 5 (+6), Ranged Combat: Guns 3 (+5), Sleight of Hand 2 (+4), Stealth 4 (+6)

Powers
Fortune Teller - 13 Points
Senses 4 (Precognition), Luck Control 3

Equipment
Armored Car, Cell Phone, Holdout Pistol, Taser

Offense
Initiative + 2
Hold Out Pistol +5,  Damage 2 (Ranged)
Taser +2, Affliction 5 (Ranged)
Unarmed +7, Damage -1

Langauges
English, Italian

Complications
Divided Loyalties - Alicia is infatuated with the hero Forshadow, but serves her mob boss father.
Power Loss - Alicia cannot use her powers without her Tarot deck.
Relationship - Alicia is the illegitimate daughter of Freedom City mob boss, Big Al Driogano. While she does not approve of his ways she feels obligated to serve him.

Defense
Dodge 4, Parry 5, Fortitude 5, Toughness 1/6 , Will 5

Power Points
28 Abilities + 13 Powers + 18 Advantages + 14 (28 Ranks) Skills +  11 Defenses = 84 Points

Campaign Uses: Lady Tarot is a good example of how a low PL character can be a thorn in players' sides. While she can't stand up to them in a fight, she can use her fortune telling ability to foil their attempts to hinder her father's operations. Another use for Lady Tarot in your game is as a possible love interest. What if her infatuation moves to one of the PC's. Will the player reciprocate? And what will Foreshadow thing?

Wednesday, November 14, 2012

Archer

Ethan Keller aka Archer is a cannon Freedom City character that I've used in past games. He's got elements of Green Arrow and Speedy in his background (though it's a bit reversed) and he's a great mentor character. I plan on using him again in my new M&M game.


Archer and his old team, FORCEOps
Archer - PL 10

Strength 3, Stamina 2, Agility 5, Dexterity 5, Fighting 5, Intellect 1, Awareness 5, Presence 2

Advantages:  
Accurate Attack, Assessment, Connected, Contacts, Defensive Roll 8, Improved Critical (Bow), Improved Initiative, Leadership, Uncanny Dodge


Skills:
Acrobatics 8 (+13), Athletics 8 (+11), Close Combat: Unarmed 6 (+11), Investigation 6 (+8), Perception 6 (+11), Ranged Attack: Bows 10 (+15), Stealth 8 (+13), Technology 6 (+8), Vehicles 6 (+11)

Powers

Acrobatic Training: Movement 4 (Safe Fall, Swinging)

Bow and Arrows (15 Points) - Device: Easily Removable
Blast 8 (Perception Ranged, Ricochet 2) - 12 Points
Alternate Power: Daka Tips: Blast 5 (Penetrating 5) - 1 Point
Alternate Power: Exploding Arrows: Damage 5 (Burst)
Alternate Power: Goo Arrows: Snare 5 - 1 Point

Offense
Initiative +5
Arrows +15, Damage 8
Daka Tips +15, Damage 5 Penetrating
Exploding Arrows +15, Damage 5 (Burst)
Unarmed +11, Damage 3

Complications
Loose Cannon - Because of his history, Archer isn't trusted by many in the superhero community. His methods are considered extreme by many

Old Ghosts - The ghosts of Archer's past often come back to haunt him. He has many enemies and lost many friends and enemies during his career.

Rivalry - Because of his history, Archer has issues with Bowman and his family.

Languages: English

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10/2 , Will 10

Power Points
Abilities 56 + 19 Powers + 16 Advantages + Skills 32 (64 Ranks) + 23 Defenses = 146

Backgound
Ethan Keller was a kid off the mean streets of Lincoln, taken in and trained by the third Bowman as his partner and protege. When Bowman and all the heroes he looked up to let him down, Keller took matters into his own hands and adopted the costume, name, and arsenal of Archer. He took in other misfits and outcasts and forged them into a crime-fighting team: the Freelance Organization of Criminal Elimination Operatives.

Archer and his group fought corrupt politicians and organized crime thoughout the Iron Age. Most members of FORCEOps were killed or went M.I.A. during the Terminus invasion. Keller hung up his bow.

Sensing a shift in the battle between right and wrong Arrow sought to come out of retirement. His first choice of operatives became the colorful team, FreedomOps. In the wake of that team disbanding Keller has decided to revive FORCEOps.

Monday, November 12, 2012

Mastermind Monday - Omegadrones

If you're one of my regular readers (if I have any) then you're aware that I'm a huge fan of Green Ronin's Freedom City setting. To me it is the perfect blend of DC, Marvel, and Indy comics.That's why I use it as the base setting for my M&M games. It feels familiar and my players like it. One of my favorite villains in the setting is Omega, Lord of the Terminus. The Terminus is the cosmic void between all realities. It is analogous to Marvel's Negative Zone and DC's Apokalips. Omega, himself, is an analogue to DC's Darkseid (with a bit of DC's Annilhus). 

He is a powerful, universe destroying villain that I haven't used yet, but will do one day in a climactic finish to a campaign.While I'm waiting to see if Omega gets official 3E stats (I'm sure he will), I've decided to go ahead and stat up his unflinchingly loyal shock troops, the Omegadrones (which are analogous with DC's parademons). These guys are minions, but they're badass minions.

Omegadrones 
PL 8/ Minion Level 7

Strength 5, Stamina 5, Agility 1, Dexterity 1, Fighting 5 , Intellect  -3, Awareness  0, Presence -1

Advantages: 
Close Combat 2, Fearless

Skills: 
Intimidate 6 (+5), Perception 2 (+2), Ranged Combat: Power Pike 6 (+7)

Powers
Omegadrone Armor- 28 Points
Flight 5, Immunity 4 (High Pressure, Suffocation, Vacuum), Protection 5 (Impervious 5), Senses 4 (Communication Link to Omega, Darks Vision, Radio)
Omega Drone Physiology – 5 Points
Enhanced Strength 5 (Limited to Lifting)
  
Power Pike – 15 Points
Blast 5
Alternate Power: Strike 3 (Str Based, Penetrating 8)

Offense
Initiative +1
Power Pike (Melee) +7,   Damage 8 (Penetrating 8)
Power Pike (Blast) +7, Damage 5

Defense
Dodge 5, Parry 5, Fortitude 10 (Impervious 5), Toughness 8, Will 4

Power Points
Abilities 26 + Powers 48 + Advantages 3 + Skills 10 (8 Ranks) + Defenses 11= 98 Points

Monday, November 5, 2012

Mastermind Monday - Haste


I love the Flash, especially Wally West. I've been a Titans fan since I was a kid and Michael Rosenbaum's Wally from Justice League and Justice League Unlimited was amazing. I like how speedsters work in DC and their tie to the Speed Force. Sadly my favorite supers gaming setting, Freedom City has no version of the Speed Force. Well that is until I created the Momentum Veil. Like the Speed Force, the Momentum Veil is  both an energy source and plane of existence. It is a sort of speedster afterlife. It powers all speedsters, though not everyone with super speed is tied to it. From the moment it came into existence it touched speedsters of the past and present. For the purpose of the game it is a complication and a reason to explain dynamic uses of a speedsters powers. 

For my version of the Freedomverse, the Momentum Veil was created by the birth of my new character, Haste (who is a tribute to my second favorite speedster, Bart Allen aka Impulse/Kid Flash II). 

Haste   - PL 10
Real Name: Jonas Rocket

Strength 2, Stamina 2, Agility 4, Dexterity 4, Fighting 2 , Intellect  1, Awareness  2, Presence 1

Advantages:  Beginner’s Luck, Defensive Roll 3, Inventor, Jack of All Trades

Skills:  Athletics 3 [+4] Close Combat (Unarmed) 8 [+10] , Technology 9 [+10]

Powers
Frictionless Aura:  Immunity 1 (Friction Heat) – 1 Point
Hyper Metabolism: Regeneration 2 (Persistent)  - 3 Points
Run On Water: Movement 1 (Water Walking, Limited to While Moving) – 1 Point
Run Up Walls: Movement 2 (Wall Crawling, Limited to While Moving) - 2 Points
Super Speed: Enhanced Traits 27 (Dodge 11, Initiative 3, Instant Up, Parry 11, Takedown), Quickness 10, Speed 15 – 52 Point
  
Speed Stunts (Array)
Air Control: Move Object 10 (Cone, Close Range) – 20 Points
Air Cushion: Movement (Slow Fall, Burst Area, Affects Others) – 1 Point
Rocket Punch: Strike 8 (Strength Based, Penetrating 10) – 1 Point
Vacuum: Affliction 5 [Dazed, Stunned, Incapacitated] (Resisted by Fortitude, Burst Area, Cumulative) – 1 Point
Whirlwind:  Move Object 10 (Burst Area, Close Range) – 1 Point

Offense
Initiative +16
Unarmed +10,   Damage 2
Rocket Punch +10, Damage 10 (Penetrating 10)

Complications
Momentum Veil - Jonas is the herald of the Momentum Veil, the speed force that is tied to all Speedsters of the Freedomverse
No Past, Hopeful Future - Jonas has no past, he was raised in the Momentum Veil and his only interaction before coming to Earth was with the spirits of deceased speedsters

Secret: Only Jonas knows that he's the original Johnny Rocket's lost son. This means that despite his younger age, he's the uncle of the current Johnny Rocket

Languages: English

Defense 
Dodge 15, Parry 15, Fortitude 9, Toughness 5/2, Will 10

Power Points
Abilities 36 + Powers 83 + Advantages 5 + Skills 10 (20 Ranks) + 16 Defenses = 150

Background
Jonas Rocket was born in the Spring of 1948. However upon his birth he seemed to fade from existence. His father, the original Johnny Rocket and his young wife kept the incident quiet and as far as the world was concerned the young Rocket died of birth complications.

However, Jonas didn't die. His birth signaled the creation of the Momentum Veil, the otherworldly plane and source of speed powers. Jonas was raised by the communal spirits of fallen speedsters of the past, present, and future. Existing outside of time, he was exposed to technology of all eras and fiddling with technology became his hobby. 

On his eighteenth birthday Jonas was drawn into the year 2012. He found himself in Emerald City. Jonas has decided to keep his identity secret from the heroes of the day, though his heroic nature couldn't be denied. He has dubbed himself Haste and has taken particular pains to stay far from his family in Freedom City.

Unknown to even himself, Haste is the herald of the Momentum Veil. Speedsters near him find their powers altered as their ties to the Veil emerge. Of course this will lead to an eventual confrontation with his nephew Johnny.

Thursday, November 1, 2012

The Wandering Nephil - M&M 3E

I have had an obsession with nephilim for about ten years now. It's a long convoluted story but it all has to do with my best friend Amber, my fascination with angels, and the fact that I don't know my biological father. So years ago I combined those ideas with my love of comic books and created the Wandering Nephilim (Neph to his friends) . He was an sometimes naive, sometimes brash, but overall truly good hero. He has parts of me and what I wanted to be. I planned on playing him in a supers game. Well that game never came, but the stories in my head did. Eventually I moved on, got married, and had a son. This led to my decision to kill of Wandering Nephilim and create his son, Kid Nephilim. Yeah on some level this was me letting go of my past.

Well things change (as they always do) and I've decide to resurrect the Wandering Nephil. Sort of at least, in my version of the Freedomverse, he's dead and his son is an active hero, but being part angel there is nothing saying that he can't come back temporarily.

One day I'll write up his tales but here's a bit of background/summary for now: 


Nathaniel Avery was raised in a loving home by his mother and stepfather.  Born with feathery wings, Nathaniel always knew he was different. As he grew he found that he had the power to heal others, at the cost of his own well being. Inspired by tales of the Liberty and Freedom Leagues, Nathaniel donned a costume and became Kid Angel. After a few years of crime fighting he learned the true nature of his powers and met his father, the self-exiled angel Avarialus. His father gave him his holy blade, which Nathaniel nicknamed "Smiter" and gave him his blessing to continue fighting for those who couldn't fight for themselves.


He changed his costume and started calling himself the Wandering Nephil. He was active during the gritty age of the 80's and, like the Centurion, served as one of the examples of classic heroism in the dark age. Even the most hardened of heroes, couldn't resist his charm.  It was during this time that Neph (as his friends started calling him) met the femme fatale, Ms. Direction. The two played a flirtatious game of cat and mouse for a few years, before Neph convinced her to retire from the meta life and settle down with him.


Tragically the Wandering Nephil's life was cut short when a rival kidnapped the now pregnant, Ms. Direction. Neph stopped the villains plan, but his child was killed in the struggle. Using his empathic healing one last time, he gave his life to resurrect his unborn son.  


The Wandering Nephil was never a hero in the spotlight, but he was a source of hope in a dark time and those that new him, never forgot him.


These stats represent Neph towards the end of his life.

The Wandering Nephil- PL 12
Name: Nathaniel  “Neph” Avery
Strength 5, Stamina 5, Agility 4, Dexterity 4, Fighting 5, Intellect 2, Awareness 5, Presence 4
Advantages
Attractive, Inspire, Interpose, Jack-of-all-Trades, Languages (Latin, Hebrew, Enochian), Leadership, Quick Draw,  Ritualist

Skills
Acrobatics 4 (+8), Close Combat: Swords 6 (+11), Expertise: Magic 8 (+10), Investigation 8 (+10), Persuasion 10 (+14), Treatment 8 (+10)

Powers
Bloodline Sense 
Feature 1 - Can detect  Avarialus' descendants

Martyr’s Healing
Healing 10 (Empathic) – 10 points

Nephilim
Flight 10 (Wings) – 10 points
Protection 6 – 6 points
Regeneration 6 – 6 points

Smiter”
Strike 7 (Penetrating 10, Removable, Strength Based) - 11 points

Offense
Initiative +2
“Smiter” +11, Close Damage 12 (Penetrating 10)
Unarmed +5, Close Damage 4

Complications
Enemies: Neph’s father, Avarialus, has made many enemies, enemies that have no compunction against taking out their frustration on Neph.
Motivation- Doing Good: Neph’s purpose in life is to make the world a better place, whether it’s by fighting crime, or feeding the poor.
Relationship: Neph is devoted to his wife, the retired ex-villain Ms. Direction. He does everything in his power to give her a nice quiet home life, though this rarely seems to happen.

Language
English, Enochian, Hebrew, Latin

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 12, Will 12

Power Points
Abilities 68, Powers 44,  Advantages 10, Skills 22 (44 ranks) + Defenses 24= 168 Points