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Improving Superman???

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Improving Superman???

Postby Horrorfan » Wed Apr 25, 2012 4:08 pm

O.K. Here's my problem. I'm planning on running a DC Adventures campaign for my brother. We want to set the game in a mixed Marvel/DC universe. We want to focus on big events, things that would take the Avengers or Justice League (maybe both). Here's the complication, neither of us can think of anything to spend his points on. Has anybody ran a campaign with a similarly powerful character, and how do you improve the character, without breaking the game.
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Re: Improving Superman???

Postby Damren » Wed Apr 25, 2012 7:22 pm

The 'Superman' in my game is more like Gladiator from Marvel comics in that his abilities are primarily Psionic in nature, with a limited amount of tech back-up. As such, his psi-abilities can be expanded on in different ways - adding both powers, special attack options and increasing the power level of the abilities as time goes on.

I also stipulated that his family line is descended (about six or seven generations) from a similarly powered hero, and the power level of the line has increased as time goes on.

But, most of this comes down to what kind of character you actually want to play. In my game it's not all about the power level. There is story content, mystery, new worlds to explore (my campaign is similar to a cross between Legion of SuperHeroes and Green Lantern Corps) and, of course, super villain challenges. The latest is a Parasite-like character who converts the energy he absorbs into specific powers - one being super strength (STR 16).

Does your brother have a specific 'niche' he wants to fill, or does he just want to be a Superman-type character? Do you have any specific background rules he needs to follow? Does he like a magical character (SHAZAM!) or more of a science character (Superman)? Is this a question of what powers? Or, are you looking for some kind of whole package superhero concept?

I'm partial to the Daxamite with a PowerRing, if he wants something a little over the top. Or, maybe a mystic that can summon the powers of ancient heroes such as Hercules, Thor, Jason or even someone folklore'ish like John Henry. With each new hero he 'discovers' he can forge a totem, or a tattoo, or whatever ... and be able to call on that hero's power (one at a time, of course).

You could go Modern Demi-God from a lost world, or even New God (ala Jack Kirby), my game is currently touching on the "Bards of New Genesis" - which are original ideas, not from the comics. He could easily create a Hunter from that world, seeking renegades who escaped from Apokolips and into the mortal world.

There are so many options, I think we'll need a little more to go on - unless one of the above ideas sounds good.

Improving the character without breaking the game is mostly about balance and story. You as the GM have to provide challenges that meet the power levels and abilities of the characters, while preserving the shared story you and your players are trying to create. The players need to understand the role playing aspect of the game, especially this game. It is written so broadly, with so many possiblities, it becomes very easy to disrupt if players don't respect the nature/background and themes set down for their characters in the game.

Initially, my players were all "blow the bad guys away" - until I set the premise that on this world, life is highly respected and that any death would be met with significant social sanction - even if it was justified. Even the GL rings still have the lethal force restrictions, as well as the yellow restrictions (I set the game a few thousand years in the past & in a different sector of space).

Another thing I've had to reiterate to the players is that their powers can easily kill people, even minions or villains, and that they need to decide what power level they will be using when they fight. There's also property damage and the political and social fallout of any actions. You can save the city as many times as you like, if you do it by smashing the church, day care center, and messing up the water & plumbing for three weeks - there will be problems.

So, both you and the players need to set reasonable controls. Balance characters with strengths and limitations that make sense. My "SuperBoy" character just discovered a few weaknesses - namely a metal that ignores just about every energy except gravity (force fields, Telekinesis, heat, lightning, etc. do nothing to it), and a major bad girl made a few bullets - and put one in his head (he's immortal, so once the bullet was removed, he was fine - but it stopped him cold). The player loved it & also discovered that he isn't immune to HypnoSpores either.

Guide your brother into making a hero that isn't invincible & that actually cares, not one who's just in it to punch the lights out of bad guys. Once the social conventions are solid in a game, it becomes much more interesting.
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Re: Improving Superman???

Postby Horrorfan » Wed Apr 25, 2012 7:53 pm

i guess i should have made it clear, he actually would like to play Superman in a Marvel/DC crossover universe. We've thought of a few things like the new "quick change" armor he has in the current series, but there are so few things i can think of to improve Superman. Maybe night vision or thermal vision. With Batman, you can always add new gadgets. I like the idea of letting him play Superman but Ii would make it unfair if I didn't let him improve the character at all. If he became allies with a The Avengers, would that be worth a point or would it just be considered part of the story. I'm trying to think of the way they handled upgrades in Archam City, and how you could apply that to Superman.
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Re: Improving Superman???

Postby JThunder » Wed Apr 25, 2012 8:50 pm

Superman has a long history of developing new powers for the sake of a story... powers that result from some new condition or whatever that usually goes away and so does the power.

These powers include things as basic as flying into the sun for a power boost to gaining unique powers from being exposed to different wavelengths of solar radiation. I remember a violet sun once game him temporary wish fulfillment power. Whatever he wanted just suddenly appeared, and then there's red kryptonite. It wouldn't hurt to set some points aside for the shifting possibility of adding a new situational power and then taking those points back and putting them into something else when a new condition comes along.
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Re: Improving Superman???

Postby Unbeliever » Thu Apr 26, 2012 5:22 pm

The current Superman build doesn't emphasize his super-speed very much. You could work on super-speed stunts along the lines of a Flash array in there.
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Re: Improving Superman???

Postby Horrorfan » Thu Apr 26, 2012 8:53 pm

We were thinking of things like that and maybe the Hulk's Shockwave power. Clark could improve his investigation, persuasion and intimidation/deception skills. Supes used to have a special lead-lined ship/armor he used in situations where he has to deal with Kryptonite. In the current series his armor has a quick change type feature.I'm also wondering if I should limit him to PL 15, or let him go higher, like Silver Surfer or other cosmic beings. Neither one of us want to use those "reverse time", "cellophane shield", or "memory erasing kiss" powers that the movies pulled out of their posteriors. Superman is already powerful enough, I'm not sure If I want to let him become a cosmic being. Some of the things we've thought about is spinning fast to burrow through the ground, either allowing him to fly fast enough to time travel or giving him access to a time machine. Superman has often been portrayed as a person that can learn new skills quickly, and I noticed that he's an untrained fighter. Maybe some points could go into close or ranged combat, for focusing his heat vision, or becoming a better fighter (you know, he did box Mohamed Ali).

Another question; if i give the player an ability to send a distress signal to whoever can help him, isn't that worth a point. Should allies or group affiliations cost a player points. it seams to me that the ability to contact Supergirl, Superboy, Steel or the Justice league if the villain is even to powerful for him is a major advantage. Since it is a mixed Marvel/DC world, there are plenty of new allies for him to gain. Are those worth points, or is it just considered part of the story.
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Re: Improving Superman???

Postby Rabbitman » Thu Apr 26, 2012 9:14 pm

The alliances are for the most part, simply part of the story, but you can throw in a Benefit feat or two to represent the fame and pull that Superman has, not to mention the actual ability to contact them needing to be covered somehow.

If he simply flies to Avengers Tower and knocks on the window, then it's covered by his flight power, but if he has communication with the JLA or anyone else by a more reliable and convenient means, it should be a power, equipment or a device in all likelihood.
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Re: Improving Superman???

Postby Horrorfan » Thu Apr 26, 2012 9:24 pm

The alliances are for the most part, simply part of the story, but you can throw in a Benefit feat or two to represent the fame and pull that Superman has, not to mention the actual ability to contact them needing to be covered somehow.

If he simply flies to Avengers Tower and knocks on the window, then it's covered by his flight power, but if he has communication with the JLA or anyone else by a more reliable and convenient means, it should be a power, equipment or a device in all likelihood.


Thanks, I just wondered how other people were handling things like that. A communicator or secure cellphone would probably work for that. What about things like access to the Watchtower or Avengers Mansion/Tower. I know that if a group has a base the group can split the cost of any communal equipment or vehicles.
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Re: Improving Superman???

Postby Damren » Fri Apr 27, 2012 10:58 pm

I know in the DC vs Mortal Kombat game, they ended with Superman picking up some type of magical armor to help him against those kinds of challenges.

There is also the Kryptonian Technology, which could be used to advance his portfolio. Stipulating that new tech in his fortress could be used when needed, such as a healing chamber, time viewer, galactic/temporal communicator, UltraTech Alchemy lab, etc..

He has, in some versions, had numerous contacts with other alien races and often has access to tools, weapons and tech from them. Consider the armory, zoo, gardens and other regions of the classic fortress as a potential benefits and tools.

The problem you'll run into is that he's pretty much an apex hero. Most of his growth will likely be in the role play, skills, and connections area.

Size changing tech that allows him to move to & from Kandor and other micro-environments.

The Legion Flight Ring and it's associated powers.

Trans-galactic space ships from the Fortress.

The armor you mentioned earlier.

Discovering the affects of different solar and radioactive energy - if he could figure out a way to control the energy and charge himself with it, it could lead to interesting power combinations.

Different armor for different environments - something like the Anti-Matter dimension, Hyper-Time, Apokolips, Sorcerer's World, other - more exotic - dimensions, the Bleed or even Red Sun star systems.

Start dropping unique specialty knowledge in the game that he can take as additional Expertise (specific or general Alien Cultures, Alien Technology or Languages, Galactic History, Trans-Temporal History, etc..)

Benefits from alliances with organizations like the Guardains of the Universe, the Thanagarians, other cultures & times.

Also consider that you may need to tweak the character a bit to adapt him to some of the Marvel/Avengers elements of the game.
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Re: Improving Superman???

Postby Horrorfan » Sat Apr 28, 2012 4:25 pm

Thanks for all of the good ideas. I'll run some of these by him. Sometimes it pays to embrace the silver age and just go for it.
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Re: Improving Superman???

Postby Saltcrow » Fri May 25, 2012 5:19 am

A tad late for the discussion, but giving a few ranks of Luck advantage variant changed to recovery from power stunting would allow him to possess seemingly vast array of powers without truly making him a do-all deus ex machina.

The variant is available from the Luck Power Profile, fyi.
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