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Grimnoir Campaign-First Volunteer Brigade

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Grimnoir Campaign-First Volunteer Brigade

Postby Corebrute23 » Tue Apr 17, 2012 12:35 pm

I probably won't ever get to use this, but I want to know what you guys think of this idea for a campaign. It is set in the Grimnoir Chronicles series of books, where thousands of people in the world develop a magical ability. The books are set in the 1930s, however I would set the game earlier-the First World War.

The players are all soldiers in the First Volunteer Brigade, and they will be involved in the greatest showing of Actives [term for superhumans] ability-but the players won't make it out alive. The tale is told through their own journal entries, which are collected by the NPC Narrator who acts as the mouth piece, telling the story of what they did during the war.

The point I find most interesting in the books is that there are terms, usually slang, for the different powers. Gravity manipulators are called Heavys, Telekinetics are called Movers etc. It's a different feel than most super games, where each power is treated as unique-this is a world where people can have the same powers without feeling like rip offs of each others. The powers are less important than the people themselves.

I would of course let people create new powers that weren't in the book, such as Plant Whisperer or Earth Controller. However I would also ask them to create a culture around the power, if it's not in the books.
Here is the template I would use:

Most frequently used Term:
Alternate Terms: Whether it's Japense, derogatory, or even a word the culture made for themselves, such as Einsteins, put it here.

Passives: Passives are not in control of their powers. They are either always on, or turn on at the worst times. It may be that a Passive is so common, that people are unaware this isn't all they can do [people are surprised at what an Active Heavy can do for example]. Alternately, Passives may actually be uncommon, due to dangerous powers or simple chance, such as the Pale Horse or Travellers [if you can't control your travel powers, your not likely to survive].

Physical Identification: A few Active groups have physical identifications that come with their powers, such as the Traveller's grey eyes. If there is a physical trait that is associated with your power, please list it-even if your PC doesn't have it.

Public Perception: What do most people think of your Active group? Do they love you, like they do Healers, since you can do no wrong? Do you have unjustified reputations as Thieves, cutthroats and peeping toms like Fades? Are you seen as just a bit slow, due to your power? How well known if your Active type? Are most unaware your type exists

Frequency: How common is your power? Is your group considered a Myth, like Justices? Or are you like the Torch, as common as white bread?

For example, using a name that was never elaborated in the books I'm creating a power:

Listener
Alternate name: Pipes

Passive: The ability to hear farther than most, and also detect frequencies humans cannot normally detect, such as radio frequencies.

Actives: The ability is extended to be able to actually manipulate sound waves, making them louder, or making everything around you silent. The most powerful can actually create a frequency which can do things such as destroy glass, to push away opponents.

Physical identification: They actually have elongated leathery ears, in the style of bats. This makes less sense when you realize their powers are mental, rather than physical.

Public Perception: During the war, they actually are integral to the war effort, since they can detect and decode the wireless signals the Germans were using, when they could no longer tap wires. Most aren't actually seen at home, since they are so useful, they are enlisted almost regardless of health status. The Ears can make many see them as monsters. At best they are amusing, but have harmless tricks.

Frequency: Passives are so well known, many believe they are Actives. The very few Actives who can use their powers, usually hide this ability, so they don't seem dangerous and aren't forced into combat.

----------------------------------------------------------------------------------------------------------------------------------
One problem that bothers me, is thinking of adventures for this game [it would be short game, with a planned ending, rather than open ended]. What kind of adventures could you do in World War One, when American did not even enter the war until 1917?

What do you think, do you think a short term war game such as this is feasible? Or even fun? Would you like to see more write ups of Actives? If you do, I could do it in the settings thread, link here.
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Re: Grimnoir Campaign-First Volunteer Brigade

Postby Shoe2 » Wed Apr 18, 2012 5:19 am

I love the concept. Something so different would be refreshing for me ( as a player anyway) . I think you are definitely on the right track. As long as your players are on board, RUN IT!
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Re: Grimnoir Campaign-First Volunteer Brigade

Postby Shadowbourne » Wed Apr 18, 2012 5:45 am

Read the Grimnoir novels myself...absolutely fantastic setting.

So..you are asking for stories, not actually setting a game up. Am I correct in that?
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Re: Grimnoir Campaign-First Volunteer Brigade

Postby Corebrute23 » Wed Apr 18, 2012 6:53 am

I'm also testing the waters, seeing how people might react to this. But a main idea is having some kind of rationalle for why Americans are in the war so early.

Alternatively I could do it later in the war. A lot happened between 1917 and the firing of the Peace Rays.

The game would be pbp if I did I at all. The journal format works better than way.
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Re: Grimnoir Campaign-First Volunteer Brigade

Postby Rabbitman » Wed Apr 18, 2012 11:49 pm

Might be a dumb question, but why not make the heroes British if you want to really use WWI?
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Re: Grimnoir Campaign-First Volunteer Brigade

Postby Corebrute23 » Thu Apr 19, 2012 2:21 am

Tempting as that is, the First Volunteer Brigade, an important part of the story, was an American unit.

However, I think I can set them game between 1917 and 1918, while still having a lot of action. It would only be about 4-5 adventures long. with a planned ending.

Now I just need to work on caps for guns and other House rules. I'm already thinking that only Massives like Rokusaburo can have impervious equal to PL. Brutes, Shards and the occasional Heavy are allowed Impervious equal to half PL. It makes sense, since Impervious is the only power Massives have, they should be the best at it.

I like the idea of the PCs having one and half powers, like Jake Sullivan. He's expanded his gravity control to cover density and mass as well, doing more than other Heavies. It would be cool to see that for the other Active types, like Iceboxes or an Einstein/Crackler.

I may just put this up on the settings thread. Get all my thoughts out there, list the Actives types in the book. Then maybe I'll make a game of it, who knows.
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Re: Grimnoir Campaign-First Volunteer Brigade

Postby Sid » Fri Apr 27, 2012 8:20 am

If they have to be a US unit, you can always have them be "off the books" and officially rogue (wink wink, but not really) before 1917, especially any time after the Lusitania attack in 1915.

The Germans believed that the US was helping the Allies unofficially and secretly prior to entering the way, so might as well play it up.
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Re: Grimnoir Campaign-First Volunteer Brigade

Postby Corebrute23 » Mon Apr 30, 2012 9:08 am

That is a good idea Sid. I like the way you think.
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