'Kicks'
- System: Mutants & Masterminds 3rd ed
- Genre: Dark Supers
Posts (15)
Jailbreak Aftermath: Issues 0 & 1-4 {capture/kill count}
The First Kicks Achievement Has Been Granted: Splitting Headache
Obsidian's Threat Files: # 0003 The Lil' Hobo
Logo Change for Talltale Comics: 8/1/1991
Thursday, 8/22/WBST News 1991: Massive Breakout at the Jeremiah Washington Ultramaximum Correctional Facility
Recent character posts
Log #1105434
Notes from the caves of Shark Haven: 1
About this game
For the last twenty years, the world's greatest protectors were 'The Golden Guards'. A group of seven heroes, unequaled in power and honor. They first started appearing around 1970, and after teaming up countless times, came together as a team in 1971. The Golden Guards set the standard for super-heroics. They defeated endless amounts of alien invaders, super villains, and giant monsters, always coming out on top and keeping the people of the earth safe.
Around 1981 the leader of the Golden Guards, Captain Fantastic, discovered during a case against his arch-enemy Dr. Devious, a young boy being experimented upon. After defeating him, he found out that the doctor had in fact killed the boy's parents and kidnapped him. He had been experimenting on the boy, using DNA that he had managed to recover from Captain Fantastic. This had changed the boy. While he looked like a normal 12 year old boy, they found he also had gained enhanced speed, strength, endurance, the power of flight, and the ability to sing and beguile his foes. The good Captain took this boy in, and gave him a home. He also started bring the lad along on missions with the rest of the Guards. He took on the codename 'Pop-Star'. They boy was a real lift to moral in the team, and became known around the world as the youngest and most amazing teen hero out there.
Around this time, some of the other Guards also started to take on proteges. The first among the rest of the Guards to take on a "sidekick" was Athena, Goddess of the Hunt. Her companion was a young girl known to the general populace as Nike. She was a striking raven haired girl who was known for her cheerfulness, as well as the beautiful wings that grew from her back, and the small wings that sprang from her ankles. She always carried an ornate staff made of gold and ivory, and while she was small, she was unnaturally fast and strong. Nike and Pop-Star became fast friends, and sometimes would get into adventures together, usually with their mentors having to come and help them after they got in over their heads.
About a year after Nike and Pop-Star were introduced, the Guard known as the Astronaught introduced his new ward, Moonpie. Moonpie was a young blonde haired girl who seemed very shy. She usually stayed as near the Astronaught as possible, and was not very talkative. At first... Soon, she started to flourish within the group of heroes and because much more social. First with Nike, and then with Pop-Star(who she obviously had a crush on) she became friends, and found herself enjoying all this superheroics. In battle she really shined, literally. She was gifted with teh power of flight, as well as being able to generate light. Not only could she generate it, but she could manipulate light in various ways, including making her friends invisible and generating harmful blasts of lasers.
Before 1985, every member of the Golden Guards had taken on a sidekick, and the children were media darlings. Most of the teens had costumes that were similar to their mentors, and the media was always quick to point out that they were sidekicks to their predecessors, even when tackling dangers on their own. While initially the kids took no notice of such things as they were too full of youthful exuberance over their new exciting lives, but over the years, it did begin to tear at them internally a bit. Name a challenge, these kids went up against it.
When Pop-Star was 16(1985, the Guards, himself, Nike, Moonpie, The Page, Guppy, Nimble and Morgana were joined by alternate versions of themselves(everyone's sex had been switched) from an alternate dimension. They were warned of an evil presence that was trying to destroy both of their dimensions. This entity was called the Nowhere Man. The two teams, along with the two teams of sidekicks managed to avert many of the world crisis' that were happening. During the final encounter with The Nowhere Man, the heroes from the alternate world(The Platinum Patrol), after deciding that since their world was a more dark version than the Guards, sacrifice their lives in order to preserve at least one dimension. As Pop-Star tries to save his female counterpart, she blows him a kiss and says "Promise me you'll keep the world safe, no matter what the cost.", before joining her team mates in their final assault against the Nowhere Man. They were all killed, but the Nowhere Man was destroyed as well. The result was that the one dimension that was left intact became a sort of merged version of the two. The Golden Guards and their proteges survived, but the world was instantly recognizable as the darker version their counterparts had come from.
This was a world where villains were no longer content with bank robberies, death-traps, and elaborate world domination schemes. This brand of villainy they started to face was a more brutal, chaotic version of trouble. Innocent people died. Some cities have been destroyed. The change is extreme and for the old Guards, it is almost more than they can adapt to.
In 1989, while fighting the new version of the Black Knight(one of the original foes of Midknight & the Page) Nimble's mentor The Quickness was brutally beheaded in battle. In a sudden rage, Nimble attacked the Black Knight and with a flurry of blows beat the villain to death. Even in shock from the death of their team mate, the rest of the Guards quickly contain the raging Nimble, and take him into custody. Despite the pleas of the other sidekicks, the Guards decide that nimble must be brought to justice over the murder. At that point, the young heroes break ties with their mentors in disgust over what they see as madness. To them, Nimble was only doing what any of them would have done. Couldn't the Guards see that this corrupted version of the world was not the same as it had been. The rules had changed, and it was time to change with them.
Premise
Set in 1991, you will take on the role of a former sidekick of one of the world's seven greatest heroes, at a time when they have become adults. These former sidekicks have decided that with a more brutal opposition, their tactics must also become more brutal. Where their mentors would never kill a foe, they have decided that if there is a chance to save innocents, killing a foe is not a step too far. This puts them into direct conflict with the moral compass of their mentors.
The world has slid into a dark desent. While the Guards have proven themselves unwilling to adapt to this new wave of brutality, their former proteges have to cast off their pasts, and become the heroes that this age needs. They will need to grow up, cast aside their childish personas, and take justice into their own hands.
I will be listing the level 7 pregens here, and you will choose from them and build off of their base.
Pop-Star: http://www.infrno.net/characters/3050 (Already Claimed)
Morgana: http://www.infrno.net/characters/3063 (Already Claimed)
The Page: http://www.infrno.net/characters/3062 (Already claimed)
Moonpie: http://www.infrno.net/characters/3398 (Alread Claimed)
Nimble: http://www.infrno.net/characters/3448 (Already Claimed)
Guppy: http://www.infrno.net/characters/3054 (Already Claimed)
Nike: (held in reserve)
Style of play
This game will have a few twists to differentiate itself from other games currently being run.
1. Players will choose one of seven available "former sidekicks". After choosing their character, they will then be able to update the character to their "grown up version". When you pick your character, you will see it's level 7 sidekick stats. PCs will be at PL 11 for this campaign, so you will be able to add 60 pts worth of stuff onto the existing PL 7 character. This will allow you to adapt and expand the sidekick's abilities. (Think Robin transitioning to Nightwing).
2. While the sidekick you choose has a name and a background, when you take over as the adult version you will be dropping your old codename and costume, and becoming your new darker, more adult version of yourself. You will be allowed to choose a new codename and costume to reflect this.
3. While you will be provided bios that give you a general idea of who these kids were before 1985, you as players will be responsible to describe the events between 1989 and 1991, and how those events have changed and shaped your characters. Their personalities, contacts, etc may be completely different from how they were before 1985, as long as you explain what caused the difference.
4. Since your characters will be playing dirty, they will not only be direct enemies of the villains, but also indirect foes of the older heroes. This also reflects upon the way the police and general populace look at you as well.
Power points will be earned based on boss battles. For every boss(super-villain/Boss class monsters) that is the same level as you, you will receive 1 PP at the end of the session. For every level above yours that your foe is, you will receive one additional point. For example: You fight a level 13 boss as a team, and upon defeating him you all receive 3 PP each.
Hero points will be based on two factors. The first is the literal interpretation from the book, which lets me award your a hero point for you playing against a complication. The second is a house rule, where I may give you a chance to describe an event that happened during battle(be it a failed or successful roll). If you role play it well, and give a good description, I may award a hero point. This is completely at the GM's whim.
Combat will be map based, with predetermined table mechanics that we will go over in the first session.



