Above and Beyond

Above and Beyond

Above and Beyond An M&M Superlink Supplement for High-Powered Superheroics Requires the Mutants & Masterminds RPG by Green Ronin Publishing for use. Sample file Writing and layout by Colin Fredericks Editing by Lucas Mansell Cover Art by Trever Harwell. The picture of Earth appears courtesy of NASA. Interior Art by Benjamin D. Richards Created on a dual-processor Power Macintosh G4 running MacOS 10.2, using Adobe InDesign for layout and Adobe Photoshop for backgrounds and composition. This document uses the fonts Times Roman and Papyrus. This book is copyright © 2003 Valent Games. Above and Beyond is a trademark and product identity of Valent Games. All rights are reserved. More information about Valent Games can be found at http://www.valentgames.com. OGL content designation, and the Open Gaming License itself, can be found at the end of this book. Mutants & Masterminds, M&M Superlink, and the M&M Superlink logo are Trademarks of Green Ronin Publishing and are used with permission. Hero Points and Villain Points are Product Identity of Green Ronin Publishing and are used with permission. Above and Beyond What’s in Here? Introduction Chapter One is about the lives of exceptionally Anyone with courage and initiative has it in powerful supers. Who are they? What do they do? themselves to save their hometown. Superheroes Perhaps more important, what donʼt they do? How have the power to save a city, a state, and maybe even do they react to ordinary people, and vice versa? their country. Some few superheroes can even find Can they afford to wait for someone to make the first it in themselves to save the whole world. It is rare move, or do they have to start being more “proac- indeed, however, to find someone who can save the tive”? Can they retain their basic sense of humanity? entire universe. Should they even try? Above and Beyond is role-playing game supple- Chapter Two is about the same issues from a ment dealing with high-powered, superheroic games. “metagame” point of view. Where could powers like Epic, world-shaking powers, missions of cosmic im- this come from? How high a level is too high? How portance, saving not just the world but the universe, can the GM allow powers like Mind Control and and what it means to be more than human — all of Time Travel without their breaking the game? What these and more are inside. kinds of hooks into characters this strong does the GM have? Using this Book Chapter Three describes the “control knobs” of the universe. How deadly will the game be? How Players and GMs alike will find useful resources realistic? Will it be centered near the Earth, or will it here, for creating cosmic heroes and nihilistic vil- wander across galaxies and dimensions? lains, or just for creating someone with unwanted and unbelievable power thrust on them. Chapter Four is the “crunchy bits” chapter, with a selection of powers that are appropriate to high-pow- Most of what youʼll find in this book are essays ered games, a few new feats, and some suggestions and discussions about running high-powered games for making interesting custom powers. of epic scope. These can be used with anySample super- file hero role-playing game (and probably with some that Chapter Five has a roster of high-powered heroes, arenʼt specifically meant for superheroes), though the the Oversight Watch, and villains who could actually systems and rules described in this book are designed challenge them without destroying Earth along the specifically for use with M&M Superlink™. The au- way. thors of this book consider the rules found in M&M to be some of the best superhero RPG rules published Chapter Six has interesting locations for a high- to date. If you prefer a different system, you will have powered game, from an orbital headquarters to a to do a little bit of work converting our character and dimension of dread. power statistics to your favorite game. If youʼre already familiar with the rules in M&M, you wonʼt need anything extra to take advantage of What Is Valent Games? the material in this book. A pencil, some paper, and a d20 are still all you need to play. Valent Games is a small, independent game company run by Colin Fredericks. Our website is http://www.valentgames.com, and our other products include the science fiction RPG “Valence 592”, and an RPG aptly named “Console,” which parodies console games, Page 3 Above and Beyond lent example of how to deal with massively powerful, somewhat inhuman characters while still tying them References and to Earth and ordinary human beings. Inspiration Infinity Watch, from Marvel Comics, came out of Most superhero comics deal with more down- the aftermath of a major Marvel crossover, the Infinity to-earth levels of power. Most heroes deal more Gauntlet story. While Infinity Watch is no longer in with their own city or country than threats to the print, Infinity Gauntlet can be found in collected whole universe. However, there have been a few form. Everyone whoʼs anyone on the cosmic scale of comics published in which the characters operated the Marvel Universe can be found here. on a higher level. These comics served to inspire this book, and hopefully they can lend a bit of inspiration The First, from Crossgen Comics, is part godly to your game as well. drama, part soap opera. It has little to lend to the “hu- mans who become gods” standard view of things, but Jack Kirbyʼs New Gods, published by DC much to contribute to a game in which the characters Comics, was probably the first of this genre of com- are gods to begin with. It is still in print at the time of ics. The stories of New Genesis and Apokolips took this writing. place far from Earth, and the threats they faced were anything but trivial. Some of the New Gods stories JMSʼ Rising Stars, from Top Cow Comics, is can be found in collected form. another one that doesnʼt deal with massive power levels, but is very good if your characters want to Squadron Supreme, a 12-issue series from Marvel change the world. Comics in 1985 and 86, is an interesting look at what people might do if they had, not only the ability to The Authority, from Wildstorm Comics, is the change the world, but the drive to do it. Worth reading most visible of the recent über-powerful teams. Its because at least one of your players will think about short-lived spin-off, The Monarchy, was focused on playing a hyperintelligent biologist with the potential even higher power levels. The first Authority series to cure cancer. It can be found in collected edition. can be found in collected form, and the second one is still in print at the time of this writing. Crisis on Infinite Earths and the nine-years-Sample file later follow-up Zero Hour, both miniseries from Several more mainstream comics, such as DCʼs DC Comics, exemplify the problems that ordinary Superman and Justice League, Marvelʼs Thor, superheroes have in dealing with the truly cosmic... Captain Marvel, and Silver Surfer, and Crossgenʼs and also show how very effective they can be when it Negation, Lawbringer, and Mark of Charon have had comes to crunch time. Both can be found in collected to deal with threats beyond the average supervillain form. Theyʼre also good examples of why you should from time to time, and have had to wonder how far keep your cosmology simple — both stories were removed from humanity they really are. Most of them told for the express purpose of cleaning up the DC donʼt deal with such threats on a daily basis, though. universe. In more “respectable” literature, the works of Neil The Spectre, from DC Comics, is the living em- Gaiman (Good Omens and American Gods), Stephen bodiment of Godʼs wrath, linked to a human soul. It R. Donaldson (the Chronicles of Thomas Covenant), doesnʼt get much bigger than that... Roger Zelazny (his Amber series), Isaac Asimov (The End of Eternity) and Michael Moorcock (heck, pick ... unless youʼre one of the Endless, a character in any of his books) , among others, all contain char- Sandman. Neil Gaimanʼs Sandman was published by acters with power — and often angst — far beyond Vertigo Comics. Perhaps one of the most acclaimed that of mortal men. Though most of these arenʼt very storylines in all of comics, and winner of several “comicy”, they can be useful inspiration when creat- Eisner Awards. It is currently out of print, but can be ing a game that drifts a bit further from mainstream found in collected form in most bookstores. An excel- comics than most. Page 4 Above and Beyond take an entity of even more unimaginable power to bind them all together against their wills. Chapter One Some hero groups arenʼt really well-organized. This chapter deals with the in-character motiva- They just sort of fall together when things go bad. tions, personalities, and reactions of cosmic PCs. Mister Amazing notices a problem, calls Chaos Girl, who finds out that itʼs even worse than M.A. thought, and suddenly the Universal Defenders are assembled The Legion of Power once again. Since role-playing is a group activity, characters Once the teamʼs all together and has a good will need to have some suitable friends to help them idea of what theyʼre going to do (which is a whole take over — uh, I mean save — the world. separate discussion), theyʼll need to find a suitable headquarters.

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