Post by Brainstem on Feb 15, 2005 17:11:21 GMT -5
Well, I'm a long time viewer, first time poster, and I've been wondering if I could get some help for a game I'm GMing with my friends starting next week.
So it's the year 2525 and mutants are being placed in camps once their powers emerge. Yes... it's a bit trite, but it seems like it'll be fun. Anyway, the heroes start out in a prison break (I figure it's a good way to introduce them to the way the system works and such) and they're going to be going around stopping the whole anti-mutant hysteria. The anti-mutant thing is led by a descendent of Senator Kelly. His main reasoning for being all anti-mutant is because he had trained for decades to be highly proficient with his magic (necromancy) and developed a kind of hatred for mutants because they don't require training to harness their powers. He manages to revive the Sentinel projects and convince a large portion of the world of the evils of mutantkind.
I'm running the game in pretty much three groups. The main group is my team of six mutants. The second is a mutant assassain (in both respects), hired by the government to infiltrate mutant refuges and such fun stuff. The third is the second-in-command to the Kelly descendent (I needta come up with a good name for him before next week.. haha). He's a powered armor guy and leads a squad of powered armor-clad troops.
What's going to happen with the three is that they'll come in contact with each other on occasion, interact, fight, etc. What I've got right now is that the heroes (Group 1) are going to take refuge with the Morlocks and find a mutant with the ability to cloak the powers (a la Leech, but without taking away the powers), which will lead to the first encounter with the assassain ("Group" 2). I haven't quite figured out when or how to exactly work in "Group" 3 yet, however.
Any tips on stuff to throw in there to flesh it out would be great. I'm really big on Morlocks, so I'm going to make them a pretty big part of the game, providing conflict to arise between whether the heroes should go all out against the humans (which the Morlocks will be) or to take restraint and go along a more inegration route.
I've got some plans for later on, after they've defeated the Kelly guy. Basically, they'll be in a graveyard... he'll revive Magneto or some other really evil guy that they'll recognize (none of us are very versed in the comic book world, but I kinda view that as more of a good thing. We can make our own continuity without people complaining and such stuff, you know?). If it were Magneto, he'd end up starting a new Brotherhood, seeing the weakened status of the human opposition and such fun stuff.
Anyway, I think I'm done now... yeah, I'm finished. Any tips or comments? Thanks a lot, in advanced.
So it's the year 2525 and mutants are being placed in camps once their powers emerge. Yes... it's a bit trite, but it seems like it'll be fun. Anyway, the heroes start out in a prison break (I figure it's a good way to introduce them to the way the system works and such) and they're going to be going around stopping the whole anti-mutant hysteria. The anti-mutant thing is led by a descendent of Senator Kelly. His main reasoning for being all anti-mutant is because he had trained for decades to be highly proficient with his magic (necromancy) and developed a kind of hatred for mutants because they don't require training to harness their powers. He manages to revive the Sentinel projects and convince a large portion of the world of the evils of mutantkind.
I'm running the game in pretty much three groups. The main group is my team of six mutants. The second is a mutant assassain (in both respects), hired by the government to infiltrate mutant refuges and such fun stuff. The third is the second-in-command to the Kelly descendent (I needta come up with a good name for him before next week.. haha). He's a powered armor guy and leads a squad of powered armor-clad troops.
What's going to happen with the three is that they'll come in contact with each other on occasion, interact, fight, etc. What I've got right now is that the heroes (Group 1) are going to take refuge with the Morlocks and find a mutant with the ability to cloak the powers (a la Leech, but without taking away the powers), which will lead to the first encounter with the assassain ("Group" 2). I haven't quite figured out when or how to exactly work in "Group" 3 yet, however.
Any tips on stuff to throw in there to flesh it out would be great. I'm really big on Morlocks, so I'm going to make them a pretty big part of the game, providing conflict to arise between whether the heroes should go all out against the humans (which the Morlocks will be) or to take restraint and go along a more inegration route.
I've got some plans for later on, after they've defeated the Kelly guy. Basically, they'll be in a graveyard... he'll revive Magneto or some other really evil guy that they'll recognize (none of us are very versed in the comic book world, but I kinda view that as more of a good thing. We can make our own continuity without people complaining and such stuff, you know?). If it were Magneto, he'd end up starting a new Brotherhood, seeing the weakened status of the human opposition and such fun stuff.
Anyway, I think I'm done now... yeah, I'm finished. Any tips or comments? Thanks a lot, in advanced.