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  • #31
    Re: Superteam Handbook!

    Originally posted by grimmshade View Post
    Will this book be of much use if we don't use the Freedom universe? Is it mostly info about those teams?
    Since the Freedom Universe (or Earth-Prime) is a traditional "four-color" comics universe, most of the characters and concepts are pretty easily ported over to original campaigns, or even superhero settings based on DC or Marvel. Many heroes and villains play off well-known superhero archetypes, or are analogues/homages to existing characters, though with original backstories and perhaps more modern sensibilities in some cases. The very blurb from the Super-Team ad states it will include guidelines for running teams, adventure hooks, and material tailored specifically for GMs and players to put together various kinds of superhero groups.

    For example, Fallout and the other nuclear powered villains from Threat Report fit pretty easily in any campaign where the government conducted a failed experiment to develop super-powered soldiers during the Cold War era; they could easily fit as enemies of Captain Atom or Firestorm if you're running a DC Adventures game.

    Omega Girl's own Starblights (from Rogues Gallery) are a fusion of "kid gang" and "magical anime girls" (think of Sailor Moon or Steven Universe), and totally suitable for a lower-powered, teen hero (Teen Titans, New Mutants, Champions, etc) game. Just replace their source of powers with a similar magic or extraterrestrial artifact from your own setting. In the aforementioned Rogues Gallery, I did a bunch of villains who hail from foreign countries (Russia, Norway, Sri Lanka) so they're pretty easily introduced into a campaign with needing to tie into much in-setting history.

    Bad guys like the Crime League or Thieves Guild (Deluxe Heroes Handbook) evoke super-crooks like the Legion of Doom or Flash's Rogues, so changing a few details in their backgrounds lets them fit in pretty easily.

    If you're running a non-standard campaign, such as Pulp Heroes, or a heavily supernaturally themed game, GR has source books out that talk about adapting material to those approaches, and I imagine the Super-Team book will cover issues like using the characters in a non-FC setting.

    All my best!

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    • #32
      Re: Superteam Handbook!

      Originally posted by greycrusader View Post
      Since the Freedom Universe (or Earth-Prime) is a traditional "four-color" comics universe, most of the characters and concepts are pretty easily ported over to original campaigns, or even superhero settings based on DC or Marvel. Many heroes and villains play off well-known superhero archetypes, or are analogues/homages to existing characters, though with original backstories and perhaps more modern sensibilities in some cases. The very blurb from the Super-Team ad states it will include guidelines for running teams, adventure hooks, and material tailored specifically for GMs and players to put together various kinds of superhero groups.

      For example, Fallout and the other nuclear powered villains from Threat Report fit pretty easily in any campaign where the government conducted a failed experiment to develop super-powered soldiers during the Cold War era; they could easily fit as enemies of Captain Atom or Firestorm if you're running a DC Adventures game.

      Omega Girl's own Starblights (from Rogues Gallery) are a fusion of "kid gang" and "magical anime girls" (think of Sailor Moon or Steven Universe), and totally suitable for a lower-powered, teen hero (Teen Titans, New Mutants, Champions, etc) game. Just replace their source of powers with a similar magic or extraterrestrial artifact from your own setting. In the aforementioned Rogues Gallery, I did a bunch of villains who hail from foreign countries (Russia, Norway, Sri Lanka) so they're pretty easily introduced into a campaign with needing to tie into much in-setting history.

      Bad guys like the Crime League or Thieves Guild (Deluxe Heroes Handbook) evoke super-crooks like the Legion of Doom or Flash's Rogues, so changing a few details in their backgrounds lets them fit in pretty easily.

      If you're running a non-standard campaign, such as Pulp Heroes, or a heavily supernaturally themed game, GR has source books out that talk about adapting material to those approaches, and I imagine the Super-Team book will cover issues like using the characters in a non-FC setting.

      All my best!

      I own all the M&M 3e books so far, and while I use Freedom City, Emerald City, and the Atlas, I pretty much run a straight up DC Adventures game.
      I've already got so many non-DC characters between all the books, I was just wondering what percentage of this book would be new material for running team games, and what percentage would be new superteam npc's.

      (I'll probably but it anyway, for completionist reasons.)

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      • #33
        Re: Superteam Handbook!

        So does the deluxe Heroes Handbook tell us what happened to the Katanarchists or will that info be in the Superteam Handbook?

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        • #34
          Re: Superteam Handbook!

          There's no update on the Katanarchists in the Deluxe Heroes Handbook; the Thieves Guild villains are given 3rd edition stats and their team history is updated a bit.

          Comment


          • #35
            Re: Superteam Handbook!

            Originally posted by grimmshade View Post
            Will this book be of much use if we don't use the Freedom universe? Is it mostly info about those teams?

            Like GreyCrusader said, the book is written with Earth Prime as the backdrop, but the characters within are easily portable to any setting. None of the teams have load-bearing continuity in Earth Prime, and in fact were intentionally designed to be optional additions to the setting.

            I don't have the outline in front of me right now, but if I remember, about 1/3 of the book is more general material for running team games, like practical advice and considerations for players and GMs and new rules for group actions, and the remaining 2/3 is new team write-ups, all of which include a 4-page introduction/overview that serves as a stealth campaign guide for games in that general genre (ie: UNIQUE's entry is about UNIQUE, but gives tips for running any higher-PL, globe-trotting campaign with a political background).

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            • #36
              Re: Superteam Handbook!

              Originally posted by MightyDavidson View Post
              So does the deluxe Heroes Handbook tell us what happened to the Katanarchists or will that info be in the Superteam Handbook?
              The SuperTeam Handbook is very player-focused. There isn't much in it about villain groups.

              Comment


              • #37
                Re: Superteam Handbook!

                Originally posted by Omega Girl View Post
                The SuperTeam Handbook is very player-focused. There isn't much in it about villain groups.
                This just means we need more villain books

                Comment


                • #38
                  Re: Superteam Handbook!

                  Originally posted by greycrusader View Post
                  An open question: since there have been several requests regarding the Psions appearing in 3e format, is their more support for simply an updated set of stats, along with updates on their exploits in the last decade, or would fans be open to an "evolution" of the Psions, with a mix of first generation and new members?
                  I would be open to either - the group could easily change over time or the could just get older like the Atoms

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                  • #39
                    Re: Superteam Handbook!

                    Originally posted by Omega Girl View Post
                    Like GreyCrusader said, the book is written with Earth Prime as the backdrop, but the characters within are easily portable to any setting. None of the teams have load-bearing continuity in Earth Prime, and in fact were intentionally designed to be optional additions to the setting.

                    I don't have the outline in front of me right now, but if I remember, about 1/3 of the book is more general material for running team games, like practical advice and considerations for players and GMs and new rules for group actions, and the remaining 2/3 is new team write-ups, all of which include a 4-page introduction/overview that serves as a stealth campaign guide for games in that general genre (ie: UNIQUE's entry is about UNIQUE, but gives tips for running any higher-PL, globe-trotting campaign with a political background).
                    If, indeed, a third of it is mechanics, I suspect I will be among the audience buying the PDF even if I have scant opportunity to invoke the two thirds setting.
                    [url=http://roninarmy.com/threads/996]My Builds[/url]

                    [b]Current games:[/b]
                    [url=http://www.echoesofthemultiverse.com/viewtopic.php?f=15&t=839]The J.V. Team (GM)[/URL]

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                    • #40
                      Re: Superteam Handbook!

                      Originally posted by Omega Girl View Post
                      Lots of speculation, so let me help with what I can:

                      • We're not doing a complete list of the teams appearing in the book just yet; that'll be for a blog post closer to the release date, but it will be a mix of teams previously mentioned in canon and new creations. I will confirm that Project Freedom (which gets a brief mention in Freedom City) is one of the teams, and we'll have one that's a transparent homage to my personal favorite low-powered hero team...
                      Omega Girl's homage can only mean we'll finally get a Freedomverse version of Jack Kirby's greatest creation-The Dingbats of Danger Street!

                      (PS: Remember I'm the one who lobbied to get Ultra the Multi-Alien included in the last DCA book).



                      All my best.
                      Last edited by greycrusader; 10-11-2018, 04:58 AM.

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                      • #41
                        Re: Superteam Handbook!

                        Originally posted by Omega Girl View Post
                        The SuperTeam Handbook is very player-focused. There isn't much in it about villain groups.
                        Any chance we could get the PDF by Q1-2019?

                        Comment


                        • #42
                          Re: Superteam Handbook!

                          I am still impatiently waiting for the print + pdf bundle. From what I think that this book will have in it, it should become one of the "must have" books.

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                          • #43
                            Re: Superteam Handbook!

                            What are you thinking will be in it to make it must have?
                            (Because I'm in the fence about this one, despite owning every other 3e book.)
                            I don't really need more Freedomverse characters. If there is loads of generic team options though, like base building, team attacks, and more I'll definitely buy it.

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                            • #44
                              Re: Superteam Handbook!

                              I was thinking about options for team members working together, without having to spend power points on it. Things such as:

                              Attitude towards other team members, where it grants a bonus and penalty in different situations. For example:

                              Loyal: gain a +2 to resistance rolls made when in the presence of the other team member or when trying to help that person. -2 to resist when you think that you would be helping that person.

                              Rival: +2 on actions where you are trying to outshine the other person, but a -2 to resist siituations where you could be made to outshine them.

                              Neutral would have no modifier.

                              Team Advantages, which are basically things where the team trains to work together. I don't think that they should cost the characters' power points, but maybe a team power point pool. Call it Team Training Pool.

                              Bonus to an attack roll when two or more team members are working together. The bonus can be split up between those present in the scene each turn. Maybe it would be better to have them a finite amount per session, and you can only tap into it if you are working in tandem with at least one other team member, perhaps the bonuis being limited by how many team members are present. For example, say you have +10 attack bonus per session. If you have 3 people in the team together for a scene you can use up to +3 per turn, divided among 1 to 3 of you. You could all get the bonus or give it to the one guy that the other two are setting up.

                              There could be other bonus types, too, but attack rolls are probably the most common. I could also see this rule being used for black ops teams, Navy SEALS, etc. The idea is the same, where the team is training to work together and anticipate each other's actions and reactions. The goal is to work together as a well-oiled machine. I see teams of super heroes like special forces teams. Or at least the good teams anyway.

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                              • #45
                                Re: Superteam Handbook!

                                If the book is full of that sort of thing, I'm all in. I'd also like to see deeper base options, with ideas for roles on the team. For instance, Martian Manhunter in the Watchtower guiding the team through a mission.

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