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Thread: From Superfriends to Watchmen: The Extremes of Superheroes

  1. #91
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    Re: From Superfriends to Watchmen: The Extremes of Superheroes

    Quote Originally Posted by Kap View Post
    I saw a couple of episodes of the Marvel Super Hero Squad show. I didn't like them.
    I wasn't fond of them, either. I really wish they had adapted Chris Giarrusso's Mini Marvels instead.

  2. #92
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    Re: From Superfriends to Watchmen: The Extremes of Superheroes

    I'm playing in a game currently that is definitely populated by PCs who are closer to the Watchmen end of the spectrum. We're mutants working for DHS, investigating, and capturing mutants causing problems. "Capturing with extreme prejudice, right?" is a common question from one PC whenever we're given a new task.

    Part of it is that we were given a very limited budget of points (60 points for a single power, no limitations*, but take all the advantages you like). No stop-sign powers. Plus 45 points for stats (NCM applies), and a pool of about 42 points for skills, including a set of mandatory skills we learned in training. We also have a badge, a smart phone, a flashlight, and a handgun (Sig Sauer P229R, 2d6+1 RKA) and two clips. Now...go get 'em!

    Of the five players, one (me) is a shapeshifter who has no combat-oriented power. One can produce a Flash effect (3-hex AOE Flash vs Sight, Hearing, Smell, Taste, Touch, and Mental senses). It's good for slowing up the enemy, but that's about all.** One PC has a forcefield which renders him fairly safe from most attacks, but he has...a handgun. The fourth PC can open doorways through most any conceivable barrier (Tunneling vs 24 PD), but...no combat powers. Only the last PC, ex-military with a mutant-powered HKA (his lethal karate chop) is very effective against most of our opponents.

    As a result, we tend to get stomped if we're not very careful, and we responded by getting extremely trigger-happy. Our last mission, retaking control of a prison under the control of the mutant prisoners, ended with us summarily executing them because the cells had all been destroyed and we couldn't contain them when/if they regained consciousness. We've covered up that bit of, uh, extracurricular activity so far...but we're expecting to be found out eventually.

    *We could TAKE limitations, mind you, but we didn't get a cost break for them.

    **Sure, the bulletproof monster can't see or hear. He's still bulletproof. And more than capable of killing us if he gets his hands on us.
    God is my co-pilot, but Satan is my door gunner!

    Brock Samson: I'm gonna go outside and get some of that action.
    Doctor Venture: Do you want to change first?
    Brock Samson: Nah, I like wearing a tux when I'm killin' guys. It makes me feel like James Bond.

  3. #93
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    Re: From Superfriends to Watchmen: The Extremes of Superheroes

    My first thought was, bad GM. Then I realized your group made a bunch of non-combatants in a mutant hunting campaign and I forgave your GM. =P
    Quis custodiet ipsos custodes?


  4. #94
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    Re: From Superfriends to Watchmen: The Extremes of Superheroes

    Quote Originally Posted by sinanju View Post
    I'm playing in a game currently that is definitely populated by PCs who are closer to the Watchmen end of the spectrum. We're mutants working for DHS, investigating, and capturing mutants causing problems. "Capturing with extreme prejudice, right?" is a common question from one PC whenever we're given a new task.

    Part of it is that we were given a very limited budget of points (60 points for a single power, no limitations*, but take all the advantages you like). No stop-sign powers. Plus 45 points for stats (NCM applies), and a pool of about 42 points for skills, including a set of mandatory skills we learned in training. We also have a badge, a smart phone, a flashlight, and a handgun (Sig Sauer P229R, 2d6+1 RKA) and two clips. Now...go get 'em!

    Of the five players, one (me) is a shapeshifter who has no combat-oriented power. One can produce a Flash effect (3-hex AOE Flash vs Sight, Hearing, Smell, Taste, Touch, and Mental senses). It's good for slowing up the enemy, but that's about all.** One PC has a forcefield which renders him fairly safe from most attacks, but he has...a handgun. The fourth PC can open doorways through most any conceivable barrier (Tunneling vs 24 PD), but...no combat powers. Only the last PC, ex-military with a mutant-powered HKA (his lethal karate chop) is very effective against most of our opponents.

    As a result, we tend to get stomped if we're not very careful, and we responded by getting extremely trigger-happy. Our last mission, retaking control of a prison under the control of the mutant prisoners, ended with us summarily executing them because the cells had all been destroyed and we couldn't contain them when/if they regained consciousness. We've covered up that bit of, uh, extracurricular activity so far...but we're expecting to be found out eventually.

    *We could TAKE limitations, mind you, but we didn't get a cost break for them.

    **Sure, the bulletproof monster can't see or hear. He's still bulletproof. And more than capable of killing us if he gets his hands on us.
    sounds like syfys alphas
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  5. #95
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    Re: From Superfriends to Watchmen: The Extremes of Superheroes

    Quote Originally Posted by Clonus View Post
    As I've said before: Yeah, that would be as silly as liking "self-made men" and lottery winners but hating people with inherited wealth. Oh wait. People actually do that. Besides the mutants aren't doing themselves any favours by calling themselves "homo superior", and forming "racially" exclusive militias that fight in semisecret over control of the world.
    Perfectly said

  6. #96
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    Re: From Superfriends to Watchmen: The Extremes of Superheroes

    Quote Originally Posted by Clonus View Post
    What? He rolled badly.
    also no evidence Gwen was still alive at that point anyway.

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