The official Mutants & Masterminds boards
JoshuaDunlow wrote:I for one have always liked using super hero rpgs for fantasy world settings, because of the range of possibilities that are possible with an open ended system and mutants and masterminds is one of the best in my opinion. So i will post a few interesting topics that have to do with new rules and rules conversion, the first one will be about social class and titles.
DonMatthew wrote:JoshuaDunlow wrote:I for one have always liked using super hero rpgs for fantasy world settings, because of the range of possibilities that are possible with an open ended system and mutants and masterminds is one of the best in my opinion. So i will post a few interesting topics that have to do with new rules and rules conversion, the first one will be about social class and titles.
is there any super hero for medieval time?
JoshuaDunlow wrote:I have introduced modifications to several feats, mainly the Benefit Feat.
Benefit (Social Class) - This feat indicates your position in society.
Benefit (Standing)- This indicates how influential and wealth you are.
Benefit (Inheritance)- This indicates a bonus to your wealth do to circumstance.
Benefit (Social Class)
The social class benefit is a way of determining your station and importance in medieval society. The feat starts at 0, but can actually be purchased below this level giving you points back.
-2 Criminals/Servants. Those of this social class have nothing, and no place in society. They are at the bottom of the perverbial bucket.
-1 Peasant/Entertainer. Those of this social class are little better than the servant class, but at least they have a home. They have few belongings, and usually owe their lives to a lord that runs the city. The Entertainer's are nothing more than vagrant wanderers, who make their living at the whims of a cities townsfolk.
0 Craftsman/Tradesman. These are the average citizens of a medieval society, those that have a trade or perform a craft. These also includes those who are labormen. They have their own house, and usually do not rely on a lord for their living.
1 Militant/Academic. These are the fighters of society, like watchmen or solidiery that helps defend the city/towen. While the academics are those of the learned society. This includes wizards and clerics.
2 Upper Class/Land Owner. Those of this level society, are important decisions makers. Skilled militant or academic class citizens, and non titled nobility such as Lord, Dames, Sirs, and ladies. At this level these characters, actually own some of their own land and property.
3 Lesser Nobility. Those of this station, make up Barons, Viscounts, and Counts of the noble ranks. The usually own a very nice home, may have some servants, soldiers, and a horse.
4 Nobility/Lesser Royalty. Those of this station make up the ranks of Earl, Duke, and Arch Duke. As well as royal prince, and princess. At this point, characters like this have some importance and sway in society. And usually can get things a lot cheaper.
5 Royalty. Those of the royal class are the kings, and Queens of society, and the sons and daughters of Emperial courts.
6 Emperial. These are the emperors and empresses, of vast nations and empires.
Phrozen wrote:The only problem with this is that in the Fuedal system that the King or Emperor may not be the most powerful person in their "country". For a long time the King of France for example was maybe the third or fourth most powerful person in France behind the Duke of Normandy or the Duke of Aquitaine. The German Emperor was frequently much less powerful then the various leaders of the Dutchies of Germany, simply because he was elected by them and they chose someone they could reasonably control. Also, you forgot House Knights who served lords but didn't control any land themselves.
The one thing to remember about a fuedal system is the rule "My Lord's Lord is not my Lord". Meaning if you were a house knight and had not entered into a fuedal contract with say the King. The King could tell you to do something till he was blue in the face and you would be in your rights to refuse to do it.
TheSummerEvening wrote:I really like the effort you're putting out here. I'm also running a fantasy campaign using Mutants & Masterminds, though mine is one of those wacky modern fantasy things.
My next one, though, is going to be a medieval style fantasy setup, and I'll probably lift your Benefit rules for it. I might flesh them out a tad bit more, too, just so I can take note of various subcultures and the tribes living apart from the local civilizations.
I'm also planning to let people just take powers; a couple of ranks of Super Strength for Herculean might or the power to control plants for the scion of a nature spirit, or even the myriad powers of the fae are easy to throw together with the system, and I like players and NPCs to have a weird trick or two up their sleeve, much like the presence of such things in relevant folklore, such as Hercules' incredible strength, Hunahpu's ability to use anything as a replacement head, the orbs that fling disintegrating thunder used by the Sky People in several native myths (this crops up in my modern fantasy game, there's an NPC who can make gourds, corn husks, and twine into prosthetic body parts, and another who can grow hand-sized starfish-shaped creatures that can merge with locks and bolts in order to unlock them out of wood he's touching, for example).