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Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game.

Posted by Hexariah
Hexariah
member, 22 posts
Wed 1 Oct 2014
at 20:27
  • msg #1

Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

Hi there, everyone!

I'm specifically looking for an M&M game that's solo or duo.  I have a potential partner already, so it really depends on whether or not the GM in question would like to have a solo or duo game.  If you're interested, let me know!  I've got some prompts and ideas of my own, but I'm also happy to hear yours!  ^_^

Mechanically, 2nd or 3rd will work in equal measure.  I'm looking for an adult game, with either higher starting PL or more PP/PL.  The latter is better in my book.

See you around!
Hex
Ganurath
member, 4 posts
Thu 2 Oct 2014
at 00:03
  • msg #2

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

So, you and your buddy have characters in mind... Are you looking for a particular tone of game?
Hexariah
member, 23 posts
Thu 2 Oct 2014
at 00:57
  • msg #3

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

I'm quite fond of the "hero school" scenario, with the brooding antihero who slowly slips into straight villainy.  Not really a tone necessarily, but I think that might help me answer the question more directly.

Hmm.  More cynical than idealistic.  Slightly dark.  I'm not certain what other tonal descriptors I should use.
Ganurath
member, 5 posts
Thu 2 Oct 2014
at 01:42
  • msg #4

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

I'm imagining a world with heroes that are definitely good, villains that are definitely bad, and people on both sides of the divide that move through the moral gray areas. Your character is a hero that you want to have slip through the gray across the border, possibly in game. I'm going to assume your friend has a hand in the start of darkness. I think I could run something like that for the two of you. I'd need to know what role your partner would have in the transition, and whether you want that transition to occur in-game, before I can pitch any fluff your way.
Hexariah
member, 24 posts
Thu 2 Oct 2014
at 01:51
  • msg #5

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

I agree with the world where Heroes are Good and Villains are Bad.  Sith and Jedi are best when they're definite extremes, I find.  As for Victoria Vasquez starting as a hero, I don't see her being older than 20 at the start of the game, so starting as a hero might not work.  The thought of my friend as being the source of corruption is an interesting one.  He's got a busy schedule, but hopefully he'll have time to drop in and voice his thoughts soon.

Any thoughts on power level and points per level?  Are you thinking about a world riddled with superheroes and villains, or one that's more mundane?  And which version of Mutants and Masterminds would you be interested in using?

The character I have in mind is sort of like the Juggernaut from X-Men, except charismatic.  And a 5'2 young adult instead of a 6'10 pile of muscle.
Ganurath
member, 6 posts
Thu 2 Oct 2014
at 02:17
  • msg #6

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

I was thinking PL 10 to start off, since you want your character to be new to the super scene. Strong, but not so world-shaking that the Organization of Abstract Noun will break out the big guns to contain her when she flips. As for edition... I'm afraid I'm only familiar with 3e.

Also, since you requested an Adult game, keep in mind that I'll be sitting on a ten foot pole where the site's Adult Policies are concerned when you're deciding how old your Pintsized Powerhouse is.
Hexariah
member, 25 posts
Thu 2 Oct 2014
at 07:20
  • msg #7

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

Ganurath:
I was thinking PL 10 to start off, since you want your character to be new to the super scene. Strong, but not so world-shaking that the Organization of Abstract Noun will break out the big guns to contain her when she flips. As for edition... I'm afraid I'm only familiar with 3e.

Also, since you requested an Adult game, keep in mind that I'll be sitting on a ten foot pole where the site's Adult Policies are concerned when you're deciding how old your Pintsized Powerhouse is.

I'm fine with PL 10, but would you consider giving us more power points per level?  Hell, we could do PL 8 so long as there're more PP/PL.  And 3e is great.  The fact there's an SRD makes everyone's life easier.  That said, I have to remember how to recreate the Density power from 2nd.  ^_^

All characters will be over the age of 18, don't worry.
Noedig
member, 1 post
Thu 2 Oct 2014
at 20:56
  • msg #8

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

Heyo! I am the friend Hex speaks of. And I also have a character concept in mind, though it's just a wee tad too complicated at the moment. Made him at the far end of the 'I am a very bad man' spectrum and I've had to work my way backward. XD
Hexariah
member, 26 posts
Thu 2 Oct 2014
at 21:01
  • msg #9

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

Ganurath:
I'm going to assume your friend has a hand in the start of darkness.


Starting on the Palpatine/Tarkin side of the scale would work for what Ganurath had in mind, I think.  ^_^
Noedig
member, 2 posts
Thu 2 Oct 2014
at 21:10
  • msg #10

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

Wheee! So much more fun.
Ganurath
member, 7 posts
Thu 2 Oct 2014
at 22:43
  • msg #11

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

Good to see everyone seems to be on the same page regarding PC morality. I could probably work something out for bonus PP, but no promises at the moment. I've got a rough idea of a setting, but I'll need more details on Noedig's character concept before I can get enough details set up to begin churning out the crunch. Wouldn't want to make a rival villain who fits is a similar mechanical and thematic niche, after all.
Noedig
member, 3 posts
Thu 2 Oct 2014
at 22:45
  • msg #12

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

I think I'm going to do sort of a nega-Mask. The mask is an ancient and powerful artifact of some kind and something lives in it or is trapped inside(I haven't determined what or which). It's hard to describe, but I have quite a bit already written out.
Hexariah
member, 27 posts
Thu 2 Oct 2014
at 22:57
  • msg #13

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

Noedig:
I think I'm going to do sort of a nega-Mask. The mask is an ancient and powerful artifact of some kind and something lives in it or is trapped inside(I haven't determined what or which). It's hard to describe, but I have quite a bit already written out.

Hmm.  I had intended on a Gem of Cyttorak stand-in, which would be represented by the Removable (1) flaw.  That sounds like it would be encroaching on your territory, however.

I may go with a more ritual-centric method for creating the Mininaut.  She might dabble in the arcane and unleash great power within herself.  However, I believe it may behoove us to move to a subforum at this point, as I think too much discussion into the mechanics is against the rules for Wanted - GM.  =X
This message was last edited by the user at 23:01, Thu 02 Oct 2014.
Noedig
member, 4 posts
Thu 2 Oct 2014
at 23:06
  • msg #14

Re: Mutants and Masterminds 2nd or 3rd Solo or Duo Villain Game

TO THE SUBFORUMS! COME GM!AWAY!
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