My tabletop group has a tradition of trading GM’s every adventure so that everyone gets a chance to play (or play god, whichever way interests point towards). Given that I’ve applied to a game here, I feel compelled (and inspired) to run a game to compensate. If you all will indulge a new GM here.
I’m somewhat familiar with running superhero games, but the bulk of my experience lies in fantasy. What you see below is a game that I ran for my group at home using GURPS. I’m intimately familiar with the setting (inspired by the Ranger's Apprentice novels and, for this version, Guild Wars 2), but will need to convert a few things to M&M, which shouldn’t be a problem.
I only have 3e, so that will have to be the version used. I’m not entirely sure what info I need to give you guys, so ask away if there are any questions.
Anyway, for those interested...
Legacy of WarIt’s been 3 years since the last Day of Choosing, the day when the youths of Redmont Barony decide how they will serve the kingdom. Baron Arald’s son has been trained as a knight, and thus is to be presented to the king for an official knighting. In addition to helping to train the Baron’s son, Captain Tiberius has completed the training of the finest battleschool graduate in a generation. Mistress Aislin has recently returned from the Sylvan Forest where she was training her newest pupil in the oldest magics, and having frequent visits by her lover, Ranger Gillan, and his apprentice, who was also learning from the elves in the realm of survival and skill at arms.
With so many young prodigies on the rise it is expected that something terrible must be forthcoming, else why would the gods raise up such fine apprentices. As Tavernkeep Wilhelm delights a full house at the Weeping Willow Inn with his musically gifted apprentice, the very news that everyone fears comes walking through the door in the form of a king’s courier and her disreputable looking young associate.
The game will start at Power Level 6 (90 points) for the newly indoctrinated heroes of the realm.
Everyone and their masters are from Redmont Fief, more specifically, from the village surrounding Redmont Castle. Because of the close proximity of the fief to the Sylvan Forest, a single family of elves have made the fief their home, thus it is possible for one of the players to be the child of that family. Several half-elven children also live in the village, with either an elven mother or father who has given up their natural ways for true love and marriage. Dwarves come down from their nearby Smoking Mountain stronghold once a year to trade with the fief, it’s a very festive occasion when they do. One rather successful family of dwarven blacksmiths chose to settle in Redmont to service the fief throughout the year and their eldest could also be a potential player character.
As for classes (archetypes, I guess they’re called in M&M), those listed above (and below) are what’s available, and I took some liberties in recreating them for this game. Don’t worry about overlapping too much, just be mindful of the class focus. I have it available for six players, but I’ll start with at least four (the knight must be included for the plot to move forward, although I suppose I could NPC him if no one wants to play that class).
Instead of giving a lengthy dissertation of each class, I’ve listed below what each character’s training entailed. You’re urged to take from there while building your characters, but it is a general guideline, not a hard rule. And, your character doesn’t have to have mastered every facet of their training - they can suck at a few things that their masters still give them grief for, even after graduation. They could also have picked up some other skills in their free time.
Note that I took some inspiration from GW2 in the descriptions of the classes.
In order of appearance...
The Knight (Paladin/GW2 Guardian) - Student of Baron Arald and Captain Tiberius - Training emphasized the use of mounted combat, shield and sword tactics and leadership capability. By drawing on the power of his virtues, the knight can protect his allies or smite his enemies. (Give his horse a name, it was given to him by his father on the Day of Choosing and he has raised it since that time.)
The Warrior (Fighter/Warrior) - Student of Captain Tiberius and other Battleschool Instructors - Training emphasized the mastery of many different weapons and large unit tactics. By relying on his very demanding training, the warrior is able to bring his greater speed, strength and toughness to bear against his enemies.
The Mage (Wizard/Sorcerer) - Student of Mistress Aislin - Training emphasized use use of multi-faceted spellcasting and the studying of massive tomes of ancient lore. Despite long hours spent behind a desk or artificing table, the mage was also well-trained by the elves in the fencing arts as a form of personal defense and exercise.
The Ranger (Ranger/Archer) - Student of Ranger Gillan - Training emphasized the skills necessary to be an unparalleled archer and trapper and how to commune with nature. With a keen eye, a steady hand and the power of nature itself, the ranger is a one man army. (Can have a pet, if desired.)
The Bard (Bard/GW2 Mesmer-ish) - Student of Tavernkeep Wilhelm - Training emphasized the use of theatricality and deception as powerful tools in an adventurer’s arsenal. By weaving song and magic together, the bard is capable of raising the morale of his allies or breaking the spirits of his enemies.
The Rogue (Rogue/GW2 Thief) - Student of Artemis Stern - Training emphasized stealth, agility and an acrobatic fighting style that can make the rogue very hard to hit. The rogue is from Redmont Fief, but moved away when everyone was very young. He was raised by Artemis Stern, the king’s courier who brings him to the village.