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Old 02-25-2011, 04:20 PM   #21
sir_pudding
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Join Date: Aug 2004
Location: Ventura CA
Default Re: Supers: Campaign Starter Ideas?

Quote:
Originally Posted by redpikemen View Post
didn't want to clue them in, but someone pointed out to me that choosing a super power is a very personal thing - so with that in mind, I wanted to let the players choose their power theme.
Rather than a single ability wouldn't be better to have them choose foci? You could give them like 40 points to buy Power Talents; so that you could +1 in 8 different 5 point foci or a +4 in one 10 point focus, or any combination thereof.
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Old 03-08-2011, 12:01 PM   #22
JakeEscherRoels
 
Join Date: Sep 2010
Default Re: Supers: Campaign Starter Ideas?

It may be interesting to give your characters a mandatory "status" or "reputation" advantage so that they are in the public or a specific eye for whatever reason. This may enhance the dread of being caught etc.
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Old 03-09-2011, 09:06 AM   #23
martin_rook
 
Join Date: Mar 2006
Default Re: Supers: Campaign Starter Ideas?

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Originally Posted by Jasonft View Post
Somewhere along the line the TV is turned on either by the PCs or it just comes on. It's a news channel. After a minute or ten (GM's option) of various stories and headlines a picture of the woman on the floor shows up - she's an important kidnap victim and the latest breaking news says she was seen last night in whatever part of town the PCs are actually in.

This is followed by what appears to be the girl's father or uncle. Who looks like a mafia kingpin. And looks very, very angry.

Except that the whole thing was set up by the mind controller. Whether or not the girl actually is a mafia princess is up to the GM. The idea is to make the PCs *think* that she is - and that someone is setting them up as the fall guys in something that will start a gang war. This gives them something to focus on that is both completely mundane and understandable but might also explain all kinds of weird things that will make the PCs paranoid.

A really smart mind controller will have something, or several somethings, going on that will explain any minor weird things that happen because of the mind control. Never ever let 'someone is mind controlling that NPC' be the only explanation for events.

If you want some really evil ideas go watch 'The Usual Suspects'. Then imagine Keyser Söze as a mind controller. Come to think of it, what are the odds that one of the PCs is actually the mind controller or at least his eyes and ears... but might not even know it.

Like I said, make the PCs paranoid. Just don't overdo it - drop hints and info here and there and see what they pick up and run with. Assume at the very least the room is bugged even if none of the people in it is really the mastermind.
This idea made me think of an alternative explanation for how everyone got there... The dead girl was the mafia kingpin's daughter... and an evil super, herself. The PCs were already supers who teamed up to bring down the mafia kingpin (among other villains) and have just killed his super-powered daughter in a fight. Either A) her power was responsible for the PC's wiped memories (a last-ditch effort as the fatal blow was struck) or B) the Bad Guy from the original idea was responsible (maybe he was there for the fight for some reason -- allied with the dead girl?) for the memory wipe and is trying to capitalize on the situation rather than having created it.

Either way, the PCs wake up without memories and discover a dead body and that they have super powers. Only now, they have two built-in enemies and, depending upon how the fight went down, may actual be responsible for the girl's death. Hm. If I were going to do this, I'd have the mind-controlling Bad Guy manipulating the PCs not just to find a particular super, but give him the ultimate goal of replacing the mafia kingpin whose daughter is now dead. That way, he really can be "helping" the PCs against one enemy who is clearly a criminal.
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