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View Full Version : Running a X-men type game....



VR Dragon
Jun 21st, '06, 12:26 AM
And I am worried I don't know enough to run such a setting well.

The game is going to be bronze/iron age shades of grey. Mutant fear and registrations.... the whole 9 yards.

But what kind of things should I think about/know. Can anyone provide me with some information about such a setting?

bwdemon
Jun 21st, '06, 06:42 AM
Hopefully these sites can give you a better idea of the setting...

Wikipedia (http://en.wikipedia.org/wiki/X-Men)
uncannyxmen.net (http://www.uncannyxmen.net/)
marveldirectory.com (http://www.marveldirectory.com/teams/xmen.htm)
IGN's 25 Greatest Moments in X-Men History (http://comics.ign.com/articles/709/709256p1.html)

Supreme Serpent
Jun 21st, '06, 08:23 AM
And I am worried I don't know enough to run such a setting well.

The game is going to be bronze/iron age shades of grey. Mutant fear and registrations.... the whole 9 yards.

But what kind of things should I think about/know. Can anyone provide me with some information about such a setting?

If it's not going to be an actual "X-men/Marvel Universe" game, I don't think it matters much how one is "supposed to be run". Just take the basic elements you've identified - mutants...mutant fear and registrations, plop them into the bronze/iron shades of grey world, and run free. Take things in the directions you and your players want to take them, not necessarily how it was done in the X-men. If you go the same way on some things, fine. If you diverge, fine.

gojira
Jun 21st, '06, 01:54 PM
Don't forget about the different groups that may make an appearance in the setting. Everyone from Xavier's school to the Brotherhood of Evil Mutants to Sheild to Genosha (sp?) to the Weapon X Program to Sentinels to the Shi'ar and other aliens.

Cold Steel
Jun 21st, '06, 04:20 PM
Mutant Underground by Pallaidium is a good resource to help run a mutant campaign

Sketchpad
Jun 21st, '06, 07:12 PM
If it's actually based on the X-Men, I would suggest making a package that represents the typical skills taught to each member ... something akin to:

X-Team Package ................................. 28 pts
Breakfall
Computer Programming
KS: Known Mutants 11-
KS: Politics 8-
Teamwork
Tactics
TF: Common Motorized Vehicles, Military Jets
X-Training: +3 OCV/DCV with teammates (RSR: Teamwork (-1/2))

Add skills as you need them or even place specialties within the school (like medic, tech, etc.)

Cold Steel
Jun 30th, '06, 01:52 PM
If it's actually based on the X-Men, I would suggest making a package that represents the typical skills taught to each member ... something akin to:

X-Team Package ................................. 28 pts
Breakfall
Computer Programming
KS: Known Mutants 11-
KS: Politics 8-
Teamwork
Tactics
TF: Common Motorized Vehicles, Military Jets
X-Training: +3 OCV/DCV with teammates (RSR: Teamwork (-1/2))

Add skills as you need them or even place specialties within the school (like medic, tech, etc.)
I can't imagine Wolverine as a computer hacker.

Sketchpad
Jun 30th, '06, 04:59 PM
Who said anything about hacking? Hmm ... maybe a better skill would be Systems Operation? :)

gojira
Jun 30th, '06, 08:59 PM
Yeah, and can't everyone fly the jet in a pinch? Maybe not well, but they seem to know the basic controls....

Hugh Neilson
Jul 1st, '06, 02:51 PM
A package fior X-Men should include mental defense. It's been noted a few times that Prof X trains his students on defending against telepathic attack.

Matt Frisbee
Jul 1st, '06, 03:22 PM
Yeah, and can't everyone fly the jet in a pinch? Maybe not well, but they seem to know the basic controls....

That's a possibility, but I think the jet has simplified controls and computer-aided fly-by-wire capability for emergencies. In game terms, it would be either an AI autopilot or a bonus to a character's piloting skill, if he or she had some basic simulator training (in the danger room, perhaps...).

Matt "Doesn't-know-everything-but-can-fake-it-well" Frisbee

Greywind
Jul 1st, '06, 03:27 PM
Yeah, and can't everyone fly the jet in a pinch? Maybe not well, but they seem to know the basic controls....
That would probably be why Sketch included the TF: Military Jets. Although, with the Shi'ar modifications to the Blackbird, I don't honestly think that it would qualify under that listing any longer.

As for the Combat Piloting skill, that would be restricted to a select few, like Cyclops.

gojira
Jul 2nd, '06, 09:20 AM
Yes, all I was thinking was TF: Blackbird, 8-

Real pilots would need a wider skill set and higher rolls, but most of the team can get the Blackbird moving in a pinch.

Sketchpad
Jul 2nd, '06, 08:14 PM
Overall, taking into accounts of powers and such, this is how I'd make a full X-Men package look like:

X-Men Member
Skills
3...Breakfall
21..Team Training: +4 with All Combat (32 Active Points); Requires A Teamwork Roll (-1/2)
1...Conversation 8-
3...KS: Known Mutants (INT-Based)
1...KS: Politics 8-
2...Systems Operation (Communications Systems)
1...Tactics 8-
3...Teamwork: X-Men
3...TF: Common Motorized Vehicles, Military Jets
Talents/Perks
11..Contact: Professor Charles Xavier (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 14-
Martial Arts
4...Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4...Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3...Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on
4...Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
Powers/Training/Gear
10..Telepathic Training: Mental Defense (10 points total)[0 END]
20..X-Uniform, all slots OIF (Uniform; -1/2)
(7).Closed-Circut Radio:</i> Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (Uniform; -1/2)[0 END]
(3).Environmentally Safe: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); OIF (Uniform; -1/2)[0 END]
(10)Kevlar Weave: Armor (5 PD/5 ED) (15 Active Points); OIF (Uniform; -1/2)[0 END]
94..Total Cost