Welcome to Freedom City (M&M 3e; PL10/150pp)
Posted: Mon Jul 10, 2017 8:20 pm
Welcome to Freedom City! Hope you survive the experience!
Here are some bullet points about Freedom City for those who are unfamiliar.
• People with super-powers have existed throughout Earth’s history, but
have become more prominent and numerous since the late 1930s.
Freedom City, in particular, is an epicenter for superhumans, but they
are found in other cities and places around the world.
• Nearly every sort of super-power or gimmick found in the comic books
can and does exist in the world of Freedom City. There is magic, superscience,
and aliens, lost worlds, gods, megalomaniacal supervillains, and
more. Despite this, the world on the surface is still very much like our own
and most of the history and society from our world also exists there.
• Costumed heroes and villains with superhuman powers have been
public figures since the late 1930s. The overall history of superhumans
roughly mirrors the history and trends of superhero comic books
in the real world since their introduction in the 1930s.
• Superheroes and villains have aged since their first appearances, with
the exception of some who are particularly long-lived or immortal. There
have been several distinct “eras” of superhuman activity in the world,
which resemble different periods in comic book publishing history.
• Virtually any type of character or plot from the superhero comic books
can (and probably does) exist in Freedom City. All the various superhuman
origins, powers, and themes co-exist in the setting. Any of the
origins discussed in Mutants & Masterminds are available here.
• Although everyone has heard about superheroes and villains, and
probably seen them (on TV, if nothing else), most people in Freedom
City still live fairly ordinary lives, despite the occasional invasion from
outer space or similar threat.
This will be a PL 10/150pp game using original characters.
Characters concepts with ties to Freedomverse are welcome, but I want them to be cool and *somewhat original*. For those strapped for tie-in ideas here are some ideas from 2e pdfs called Archtypes & Legacies and Street level Archtypes.
Champion of Light – successor to the Beacon.
Da Sihing – Master Lee’s top student.
Farsider Emigrant – protecting his adopted home.
DNAscendant – fortunate survivor of the DNAscent
process.
Freedom Eagle II – a classic hero soars again.
Lor Star-Captain – have starship, will travel.
Rogue Grue – freed from the Unity and defending the
freedom of others.
Scarab Reborn – reincarnation of prince Heru-Ra.
Shambala Master – questing mystic martial artist.
Star Knight – guarding the Earth from the scum of the
universe.
Ultiman Exile – using tremendous gifts for justice.
Utopian Envoy – leaving a sheltered existance for the
greater good.
Zoom Survivor – sometimes an overdose gives you
superpowers.
Anyone wanting info on those just ask...
A picture of your character is highly encouraged.
HOUSE RULES
Impervious: This works like 2e instead of 3e. Ranks are not halved, however Penetrating works like 3e.
Regeneration: Is banned. Model using Healing power with appropriate Modifiers.
Presence: Grants a free advantage per rank from this list
Animal Empathy
Attractive
Benefit (a Fitting one like Status, not Ambidexterity)
Connected
Contacts
Daze
Fascinate
Inspire
Languages
Leadership
Set-Up
Startle
Taunt
Well-Informed
Hero Point Tradeoffs:
Run into that situation where you really need a hero point, but have none left? In such instances, the GM may choose to apply the following option: a player may ask the GM for a hero point in exchange for a complication to follow immediately after that point is used. In essence, the player is “borrowing on credit” and “paying” for the hero point with the complication. Hero points acquired in this way can be spent normally.
Example: Ultramarine’s player is out of hero points and really wants to make her next shot count. So she asks the GM for a point in exchange for an immediate complication. The GM agrees and Ultramarine makes her next attack against the villain using the hero point to help ensure a hit. The overcharge on her armor’s laser shorts out some systems, however, and the GM imposes a power loss complication, saying Ultramarine’s weapon is out of commission until she can make a Technology check to bring it back on-line.
Critical Success on Initiative: A Natural 20 on Initiative rolls adds 5 to the result.
Grabs: Grabs use opposed rolls instead of static checks to succeed or escape.
ROSTER
Zero Prime / Battalion
kenmadragon / Caelus
JudgeA / Bullet Train
RainOnTheSun / Peacekeeper
Starguard Skarab
Psistrike / Imp Impossible
Submissions
Zero Prime / Battalion
kenmadragon / Caelus
JudgeA / Bullet Train
RainOnTheSun / Peacekeeper
Camus / Shambala Master
Shadowbourne / Shadowjak
T0DOSKER / Fontus
EpicEclipse / Mercy
Psistrike / Imp Impossible
Flynarrel Inga
Plan B Biohazard
Glyph Jessie Weaver
catsi563 Raptor Red
Starguard Skarab