Difference between revisions of "M&M 2E GeneForce"

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''(Yes, I use the 3E style of abilities, sue me. I just find it faster, because you don't need the exact number.)''
 
''(Yes, I use the 3E style of abilities, sue me. I just find it faster, because you don't need the exact number.)''
  
Rank +6 is the normal maximum for a typical human, marking him as one out of millions. For example Strength +6 would mean you're the strongest person of your generation.
+
Rank +6 is the normal maximum for a typical human, marking him as one out of millions. For example Strength +6 would mean you're the strongest person of your generation. Higher ranks should be bought as powers.
  
 
Now to the secondary abilities. These are:
 
Now to the secondary abilities. These are:

Revision as of 12:02, 26 September 2017

This is the page for the GeneForce setting for Mutants&Masterminds, second edition. The campaign is run as a Play-by-Post game on RPG.net by The Gamesman. The players are.

Rules

The campaign uses a slightly expanded ruleset with house rules invented and ordered by The Gamesman.

Character Creation

Mutants&Masterminds is a point-based creation system. You have a number of power points (pp) available, depending on the campaign's power level (PL) and the GM's discretion. This amount is usual 15pp per PL. So a PL 6 campaign should allow 90pp. You spend these pp on Abilities, Feats, Skills, Powers and Saves.

Abilities

There are primary and secondary abilities. You buy all the primary ones and some of the secondary. The primary abilities are:

  • Strength (STR)
  • Agility (AGI)
  • Constitution (CON)
  • Intelligence (INT)
  • Wisdom (WIS)
  • Charisma (CHA)

As you see, all the normal d20 abilities, no further explanation needed. Each character starts with rank +0 in each. To increase the rank you pay 2pp per rank up to +6. (Yes, I use the 3E style of abilities, sue me. I just find it faster, because you don't need the exact number.)

Rank +6 is the normal maximum for a typical human, marking him as one out of millions. For example Strength +6 would mean you're the strongest person of your generation. Higher ranks should be bought as powers.

Now to the secondary abilities. These are:

  • Base attack
  • Base defense

These show how good you are in combat. Their limits will be explained later. You can raise them for 2pp per rank. They can also be raised by feats and power feats.

A normal civilian with no martial training should have a Base attack of +0 to +1,a police officer has around +3 (with higher attack for ranged combat, see Feats), Elite soldiers (Seals, Rangers, Marine Raiders etc.) clock in at about +5 to +6.

  • Toughness
  • Initiative

These abilities are not bought directly, but derived from your primary abilities and your powers.

Toughness is your ability to withstand damage. You roll with it against the damage an attack made on you. The result of that roll depicts the severity of your injury. You start with a Toughness equal to your CON-rank.

Initiative determines how fast your reaction timeis. Mostly it shows your standing in the combat order. Initiative starts equal to your AGI-rank.

Now to a slightly more complex part, the offensive and defensive limits: M&M pairs two abilities in two pairings. You have Attack/damage and Defense/Toughness. The sum of each pair cannot exceed the PL times 2. So in a PL 6 campaign, the sum of attack and damage cannot exceed 12. How this is split is up to the player.The same goes for the defensive pairing, defense/toughness. The exact split should be clearly marked on the record sheet and have the GM's permission.

For example: Marvel's The Thing (Ben Grimm) is quite strong and where he clobbers, no grass grows anymore (=high damage). But he is not the most accurate fighter (=low attack). If Ben Grimm was build as a PL10 character (cap 20), his stats could look like this: attack +7, damage+13 Ben Grimm also possesses a rock-hard skin (=high toughness), but is a bit clumsy and easy to hit (=low defense). His stats here could be: Defense +8, Toughness +12

In this campaign I allow such trade-offs up to a 6 rank difference between the two paired abilities.

Skills

Skills show what you have learned. You can buy them with pp. One skill rank costs 0.25pp, or easier said 1pp grants 4 skill ranks.

Here is a list of the skills available:

  • Acrobatics
  • Appraise
  • Bluff
  • Climb
  • Computers
  • Concentration
  • Craft
    • Craft, Artistic
    • Craft, Chemical
    • Craft, Electronic
    • Craft, Mechanical
    • Craft, Structural
  • Demolitions
  • Diplomacy
  • Disable Device
  • Disguise
  • Drive
  • Escape Artist
  • Forgery
  • Gamble
  • Gather Information
  • Handle Animal
  • Intimidate
  • Investigate
  • Knowledge
    • Knowledge, Arcane Lore (all kinds of mystic lore)
    • Knowledge, Art (history, artists, techniques, value etc.)
    • Knowledge, Behavioral Science (Psychology,
    • Knowledge, Business (Economics, stock market, management tactics etc.)
    • Knowledge, Civics (Law, Bureaucracy, Politics etc.)
    • Knowledge, Current Events (Current news, current official people, etc.)
    • Knowledge, Earth Sciences (Geography, geology, etc.)
    • Knowledge, History
    • Knowledge, Life Sciences (Biology, Genetics, Medicine, Ecology etc.)
    • Knowledge, Physical Sciences (Chemistry, Physics, Mathematics etc.)
    • Knowledge, Popular Culture (trends in pop culture, pop idols, current trends, superheroes and villains etc.)
    • Knowledge, Streetwise (Underworld, Gangs etc.)
    • Knowledge, Tactics
    • Knowledge, Technology (current trends in science, inventions etc.)
    • Knowledge, Philosophy (Philosophy, theology etc.)
  • Language
  • Medicine
  • Navigate
  • Notice
  • Performance
  • Pilot
  • Profession
  • Research
  • Ride
  • Search
  • Sense Motive
  • Sleight of Hand
  • Stealth
  • Survival
  • Swim

Most skills are self-explanatory with one exception: Language. Every rank in Language represents another language you speak. For the sake of comfort and due to current education systems we assume that with knowledge of a language, you can also write in it.

Feats

Feats are small benefits that individualize the character. They don't replace powers, but sometimes are equal to them. A (+) mark indicates a ranked feat. Feats cost 1pp per feat or rank of feat.

Combat Feats
  • Accurate Attack
-Reduce damage bonus by a declared amount to increase attack bonus by the same amount, has to be announced at the start of your turn.
  • All-out Attack
-Reduce defense bonus by a declared amount to increase attack bonus by the same amount, has to be announced at the start of your turn.
  • Attack Focus (+)
- +1 bonus to melee or ranged attack rolls, must be assigned to melee or ranged.
  • Attack Specialization (+)
- +2 bonus to attack rolls with a specific attack or weapon group (includes powers)
  • Blind-Fight
-Re-roll miss chances from concealment, halve speed penalty in darkness
  • Chokehold
-Cause an opponent you grapple to suffocate
  • Combat Driver (+)
- +1 attack or dodge bonus with a specific type of ground or water vehicle
  • Combat Pilot (+)
- +1 attack or dodge bonus with a specific type of flying vehicle
  • Combat Reflexes (+)
-Increase number of attacks of opportunity by 1
  • Counterattack
- Gain an attack of opportunity against an opponent that missed you
  • Critical Strike
- Score critical hits against targets normally immune to them
  • Crushing Pin
-Inflict grapple damage on any target you have pinned
  • Damaging Escape
-Follow a successful escape from a grapple with a free attack against the grappler
  • Dedicated Dodge
-Increase defense bonus against one opponent, reduce against others
  • Defensive Attack
-Reduce attack bonus to increase defense bonus, has to be announced
  • Defensive Roll (+)
- +1 Toughness save bonus
  • Defensive Strike
- +4 attack bonus against an opponent that missed you in combat
  • Defensive Throw
-Trip an opponent that missed you in melee
  • Dirty Fighting (+)
- +1 damage bonus when fighting in close quarters
  • Dodge Focus (+)
- +1 dodge bonus to your defense
  • Elusive Target
-Double penalties for ranged attacks against you while you're in melee
  • Evasion (+)
-Suffer less damage from attacks allowing a Reflex save
  • Fast Overrun
-Make multiple Overrun attempts in a row
  • Favored Condition (+)
- +1 attack or dodge bonus under specific conditions, can't exceed PL caps
  • Favored Environment (+)
- +1 attack or dodge bonus in a particular environment
  • Favored Opponent (+)
- +1 damage or interaction bonus against a type of opponents
  • Finishing Blow
-Perform a coup de grace as a standard action
  • First Strike (+)
- +2 damage bonus when you attack a flat-footed opponent
  • Follow-up strike
-Follow up a critical strike with a free standard attack action
  • Grappling Block
-Initiate a grapple as a free action after blocking a melee attack
  • Grappling Finesse
-Use Dex for grapple checks and retain dodge bonus while grappling
  • Improved Aim
-Double normal aiming bonus
  • Improved Block (+)
- +2 attack bonus on attack rolls to block
  • Improved Critical (+)
- +1 critical threat range with one specific attack
  • Improved Defense (+)
- +2 dodge bonus from the total defense action
  • Improved Disarm (+)
- +2 bonus on attack rolls to disarm an opponent
  • Improved Flank
- +4 attack bonus when flanking an opponent
  • Improved Grab
-Start a grapple attack as a free action after a successful melee attack
  • Improved Grapple
-Make grapple checks with only one hand
  • Improved Initiative (+)
- +4 bonus to Initiative
  • Improved Overrun
- +4 bonus on trip checks while overrunning, Opponent can't avoid you
  • Improved Pin
- -4 penalty on grappling checks against you to escape
  • Improved Ranged Disarm
-No penalty on ranged attack rolls to disarm
  • Improved Sunder
- +4 bonus on attack rolls to hit an object
  • Improved Throw
-Opponent uses lesser of Str or Dex to defend against trip attacks
  • Improved Trip
- +4 bonus on trip attacks, opponent doesn't get to trip you
  • Improvised Weapon Mastery (+)
- +1 damage bonus with improvised weapons per rank
  • Martial Artist
-Treat your unarmed attacks as armed
  • Martial Strike (+)
- +1 unarmed damage per rank
  • Move-by Action
-Move both before and after a standard action
  • Opportunist
-Gain an attack of opportunity against a target affected by an ally
  • Power Attack
-Reduce attack bonus to increase damage bonus, has to be announced
  • Precise Shot (+)
-No penalty for shooting or throwing by obstructions
  • Precise Strike
-Ignore anything than total cover when making a melee attack
  • Prone Fighting
-No penalty to fighting while prone
  • Quick Draw (+)
-Draw, ready or reload a weapon as a free action
  • Rage (+)
-Gain bonus to Str, Fortitude and Will saves, and a penalty to defense
  • Ranged Pin
-Make grapple attacks with ranged weapons.
  • Redirect
-Trick an opponent into hitting someone or something else
  • Reversal
-Follow a successful escape from a grapple with a free grapple attempt on the grappler
  • Set-Up
-Transfer the benefit of a combat bonus to an ally
  • Sneak attack (+)
- +2 damage when you surprise an opponent, has to be announced
  • Speed of thoughts
-Use your Int bonus for initiative checks
  • Stunning attack
-Your unarmed attack can stun an opponent, has to be announced
  • Sweeping Strike
-Combine a successful melee attack with a free trip attack
  • Takedown Attack (+)
-Gain a bonus melee attack when you drop an opponent
  • Throwing Mastery (+)
- +1 damage bonus with thrown weapons
  • Unbalancing Strike
-Remove an opponent's dodge bonus with a melee attack, has to be announced
  • Uncanny Dodge (+)
-Retain your dodge bonus while flat-footed
  • Veteran Fighter
-After a critical hit, you can choose a different effect for a hero point
  • Weapon Bind
-Follow a successful melee block with a free disarm attempt
  • Weapon Break
-Follow a successful melee block with a free sunder attempt
Fortune Feats
  • Beginner's Luck
-Spend a hero point to gain 5 temporary ranks in a skill
  • Inspire (+)
-Grant allies a bonus to attack rolls, saving throws and checks
  • Leadership
-Spend a hero point to remove adverse conditions from an ally
  • Luck (+)
-Gain an additional starting hero point
  • Rallying Cry
-Spend a hero point to grant allies in hearing range a new Will save against fear or lasting mental effects
  • Seize Initiative
-Spend a hero point to go first in combat
  • Ultimate Effort (+)
-Spend a hero point for a 20 result on the die for a particular task
General Feats
  • Almost Human
-You look like a human or only with slight, easily concealable deformities
  • Ambidexterity
-Eliminate off-hand penalties
  • Assessment
-Know a subject's relative combat ability
  • Benefit (+)
-Gain some minor but significant benefit, for example: Wealth (ranked), Diplomatic Immunity, Weapon Carry License, Access to certain locations, Top Secret Clearance etc.
  • Challenge (+)
-Gain the benefit of a specific challenge without the penalty
  • Dedication
- +4 bonus on Will saves and Sense Motive checks when your allegiance is challenged
  • Diehard
-Automatically stabilize when dying
  • Eidetic Memory
-Perfect recall of everything you've experienced
  • Endurance (+)
- +4 bonus on checks requiring endurance or stamina
  • Environmental Adaption
-Suffer no penalties from a particular environment
  • Equipment (+)
-Acquire 5 points worth of equipment
  • Fearless
-Immunity to fear effects
  • Fearsome Presence (+)
-Inspire fear in others
  • Improved Concealment
-Improved Miss chance from concealment
  • Improved Mental Grapple
- +2 bonus on mental grapple checks
  • Instant Up
-Stand up as a free action
  • Interpose
-You can trade places with an adjacent ally subject to attack
  • Light Sleeper (+)
-Reduce Notice penalty by 5 for being asleep. Act immediately upon waking
  • Lionheart (+)
- +4 bonus on Will saves versus fear and fear effects per rank
  • Low Profile (+)
- -3 reputation bonus per rank
  • Master Plan
-Gain a bonus in situations where you have a chance to plan in advance
  • Minions (+)
-You have one or more followers
  • Monkey Climber
-Use your Acrobatics instead your Climb skill for climbing with rudimentary handholds
  • Niche Protection
-Ability or skill bonus beyond power level limits
  • Quick Change (+)
-You can change clothes as a free action
  • Renown (+)
- +3 reputation bonus per rank
  • Second Chance (+)
-You get a second check or save against a particular hazard
  • Sidekick (+)
-You have a sidekick
  • Teamwork (+)
- +1 bonus to aid actions
  • Trap Sense (+)
- +1 bonus to Reflex saves and defense against traps
  • Trance
-Go into a deathlike trance that slows breathing
Proficiency Feats
  • Archaic Weapons Proficiency
-Use archaic weapons without penalty
  • Armor Proficiency
-Use armor without penalty
  • Exotic Weapons Proficiency (+)
-Use an exotic weapon without penalty
  • Improvised Weapons Proficiency
-Use Improvised weapons without penalty
  • Special Aircraft Operations (+)
-Pilot different specialized classes of aircraft (heavy aircraft, helicopters, spacecraft, VTOL jets, dirigibles)
  • Special Surface Vehicle Operation (+)
-Drive different specialized classes of surface vehicles (heavy wheeled, tracked, trains, hovercraft)
  • Special Watercraft Operation (+)
-Pilot different specialized classes of water vehicles (large ships, sailing ships, submarines)
Skill Feats
  • Acrobatic Bluff
-Feint and Trick using Acrobatics instead of Bluff
  • Animal Empathy
-Use Handle Animals to affect the attitudes of animals
  • Artificer
-Use Knowledge (Arcane Lore) and Craft to create magical devices
  • Attractive (+)
- +4 bonus on Bluff and Diplomacy checks with people affected by your looks
  • Connected
-Make a Diplomacy check to call in favors
  • Contacts
-Make a gather Information check faster
  • Distract (+)
-Make a Bluff or Intimidate check to daze an opponent for one round
  • Fascinate (+)
-Hold a subject's attention with an interaction skill
  • Hide in plain sight
-You don't need cover or concealment to hide
  • Improvised Tools
-No penalty for not having the appropriate tools for a skill
  • Inventor
-Use Knowledge and Craft to create devices
  • Jack-of-all-Trades
-Use any skill untrained
  • Online Researcher
-Use Computer instead of Gather information to..well, gather information. Also counts as having the Contacts feat.
  • Ritualist
-You can create and cast arcane rituals
  • Skill Mastery (+)
-Choose four skills you can take 10 with even under pressure
  • Startle
-Feint using Intimidate rather than Bluff
  • Taunt
-Demoralize using Bluff rather than Intimidate
  • Track
-Use Survival to follow tracks
  • Well-Informed
-Make an immediate Gather Information check when meeting someone
Powers as feats
  • Cat's feet
-You are so adept at sneaking, you are virtually undetectable by normal hearing.
  • Combat Concealment
-Make a Stealth roll against Notice to acquire partial concealment
  • Deflect Arrows (+)
-Make Block rolls to deflect thrown weapons and slow projectiles with +1 bonus per rank
  • Direction Sense
-You always know which way is north and are able to retrace your steps.
  • Eagle Eyes
-Your eyesight is sharpened and reaches much further.
  • Hardy
-You are much more resilient to diseases and poisons, halving their effect.
  • Lightning Calculator
-You perform mathematical functions in your head ten times faster.
  • Powerhouse
-You have reserves of raw strength but it is tiring to use them.
  • Rapid Healing (+)
-Your flesh heals better. You gain +1 bonus on recovery checks per rank.
  • Rapid Recovery
-Your body recovers from being disabled much faster. A check every 5 hours.
  • Steadfast (+)
-You gain +4 bonus per rank against attempts to rush, trip or throw you.
  • Swift
-You can move faster than the usual human
  • Talented
-You are adept at two skills. Both receive a +2 bonus.
  • Tiger Leap
-You have exceptional ability in jumping and jump twice as far.
  • Time Sense
-You always know what time it is and have a sense for time's passing.
  • Tough (+)
-Gain a +1 bonus to Toughness per rank
  • Wolf's Ears
-Your hearing is sharpened and reaches much further.

Powers

What follows is a list of powers and their basic details. I also list all power modifiers. For detailed explanation please ask.

List of Powers
Name Action Range Duration Save Cost
Additional Limbs None Personal Permanent None 1/rank
Anatomic Separation Move Personal Continuous None 2/rank
Boost Standard Touch Instant Fortitude(H) 1-5/rank
Power Modifiers
Power Feats
Power Extras
Power Drawbacks
Power Flaws

Saves

Like other d20 games, M&M uses three saving throws to ward off certain effects and damages. They are each based on a different ability and can be raised with pp, at a rate of 1pp per rank. The PL counts as the maximum rank for the saves.

These saving throws are:

  • Fortitude
-Your base Fortitude save is equal to your CON rank. It represents yourbody's ability to withstand poison, disease, physical transformation and such.
  • Reflex
-The base Reflex save is equal to the AGI rank. It is your ability to avoid damage by ducking away at the last second, to grab a handhold when a pit opens under you etc.
  • Will
-Your WIS rank is also your base Will save. It represents the strength of your mind, your ability to resist fear and mental effects.

Hero Points & Extra Effort

Setting

A short History

1985 - Johannes Gertner uses a self constructed jetpack to rob the Züricher Kantonalbank and escape the swiss police forces. Though jetpacks were known throughout most countries, Gertner's design was much advanced with a never seen-before range and maneuverability. Soon after Gertner started to draw a path of robberies throughout the swiss confederation. His inclination to give on-site interviews while wearing a mask soon made him the first officially acknowledged super-villain. For months he evaded capture until he was arrested in his Monte Carlo mansion by french police forces, after his cleaning lady had found his jetpack and mask and informed the police. But Gertner was only the first, not the last. In his wake, it became more and more common to see improved designs of common inventions used in criminal activities, though the real rise of supercrime did not come for the next 3 years.

1986 - In Tübingen, Germany, scientist Jakob Bardele develops an engine he jokingly called the Flux Capacitor. Little did he know that his invention would bring forth both some of the worst villains and some of the best heroes the world has seen. This small sized engine had a power output like nothing ever before, equal only to a nuclear generator. The first villain using a Flux Capacitor in his crimes was Bardele's own lab assistant and son in law, Jakòv Hûdek. He stole the blueprints and sold copies of them on the black arms market. Suddenly the specs were in many hands. A few months after the theft, the first experimental power armours appeared, limited only in numbers by their building cost. While the Flux Capacitor by now is outdated and a museum relic, it was the first gamechanger.

The second one appeared the same year in a military contracted pharmaceutical lab in Nevada, USA. They developed a drug that would enhance the physical performance of anyone under its influence. The subjects were many times stronger, faster and had better reflexes. They also could stay awake for 7 days. Side effects included psychosis, enhanced aggression and impulsiveness, megalomania. The Pentagon called it a success though and released further funding for the lab and other facilities working on similar projects. Unfortunately, some of these research results found their way out of the labs into the hands of drug lords and pharmaceutical companies and several months later juiced up criminals began to emerge.

1987-2001 - These years saw the emergence of a new kind of criminals, Supercriminals. Most were only henchmen and thugs, equipped by forces in the shadows of society. Their new-found power led these thugs to live out their most violent instincts. It soon became clear, that the normal police forces could do nothing against this new threat. This was when the russian government released the PLD, the so called "Powered Lawmen Directive". They used governmental funded research results to form an official team of "patriotic russians" to stem the tide of powered criminals (most of them secretly backed by the russian Maffiya). This "кра́сный инициати́ва" or "Red Initiative" was the first official team of superheroes. Many countries followed, even some cities started recruiting their own heroes (the "Washington Patriots" are the most famous example). But there were already some individuals fighting the good fight, inofficially and not backed by any government or organisation. The records claim "Iron Eagle" to be the first of these vigilantes. He was first seen foiling a bank robbery in his hometown of Cincinatti in May 1987. He would later be even more famous for another incident. Soon super-crime and fights between powered criminals and heroes was a media staple, especially in the US, which saw the highest density of Supers worldwide. But despite the prevalence of Supers in the media, they only were a small margin of society. At the height of the "Super Generation" there may have been around 2000 individuals with "powers" in the whole United States.

Still, super-criminals and heroes had one thing in common. Their powers always came from a technological source and required access to either a device or a drug or medicine, so, once arrested, they could be stripped of their powers.

Then the unthinkable happened. On September 11th, 2001, two planes hit the World Trade Center in New York, another plane hit the Pentagon and a fourth hit the Capitol building in Washington. Similar attacks happened worldwide, with several landmarks (St. Basil cathedral, Moscow; Brandenburg gates, Berlin; Eiffel tower, Paris; La Sagrada Familia, Barcelona and many more) and governmental buildings (Palace de Republique, Paris; Kantei, Tokyo and a failed attempt on the Kremlin) damaged or destroyed. Soon a red masked man talked to a jordanian reporter, confessing his responsibility for these attacks on the decadent nations of the world and promised more trouble. This was kept secret from the public. A "normal" terror organisation was soon blamed and cries for war were heard.

Soon there were other attacks worldwide, this time more regular terror plots with explosives, targetting several chemical plants all over the globe. Meanwhile, despite fervent claims of innocense by the Taliban government of Afghanistan, US forces and their allies invaded that country. Soldiers were equipped with experimental combat drugs, manufactured after the study of some drugs used by super criminals. Here the US soldier Sgt. Kei Li received the dose that changed his life. But this case was kept secret by the military.

On US soil, a week after the war in Afghanistan had started, the Red Mask, as he would become known, made his presence public, detonating some kind of radiation device on top of the Sears Tower in Chicago. Many heroes came to fight him, but were kept busy by an army of super-powered criminals. Only Iron Eagle could breach the defensive perimeter and tackle the Red Mask, who was escaping, using some kind of jet boots.

High in the sky the two fought, the whole time filmed from media helicopters braving the turmoil. All of the US (and all of the world over cable and internet) were glued to the screen, as Red Mask told the Eagle his vile plan to overthrow humanity. They saw Iron Eagle making a last-ditch attack with his blaster glove, catching Red Mask in the chest. Everyone saw the terrorist and the heroe fall towards the lake, only to feel relief as Iron Eagle managed to spread his metallic wings just in time to stop his descent. Everyone witnessed the death of Red Mask. And also the agony the victorious hero apparently was in, clawing at his armor, discarding it piece by piece, showing the world his changing skin. Rubbery tentacles sprouted from his forearms and bat-like winks from his shoulders. The change went on for several days.

It becameclear, that the attacks on the chemical plants were made to spread a certain mix of compounds in the atmosphere and then cause some kind of chain reaction with the radiation device.

2002-2011 - During these years, the world struggled with the appearance of the "Changed", people that developed powers not dependant on any technology. In almost every case these powers were accompanied by physical deformation, in much fewer cases with other obvious changes like a significant smell or some kind of aura. Only one in a thousand would almost look human. And humanity began to fear. These were people, that could not be stripped of their powers to incarcerate or defeat them. And most didn't look human anymore. Soon Hate groups formed and religious fanatics dubbed the victims of the Change "Aberrations", "Monsters" and "Abominations".

In the United States, then President Cleveland Wallace, a liberal republican from North Dakota, elected to his office 2004, tried to calm the public and remind everyone, that the Changed were american citizens like everyone else. His politics worked...a bit. Though there was no massive front against the Changed, there were isolated incidents of violence, even murder. Social pressure caused many of the Changed to loose their jobs (especially teachers, doctors etc.). Others were fired by prejudiced and/or fearful bosses. Officially they still had their usual rights, but that changed as well in some states. Courts declared that some Changes could be claimed as cause for eviction by landlords, as the presence of the Changed was declared aggravating to other tenants. Other courts ruled that restaurants and hotels could deny entrance and service to the Changed. For some it felt like the times of Segregation.

In short, the Changed were pushed to the lowest rank of society. Only a few that had great social and political power or wealth or in best case both, were somewhat protected. Most of the others were forced to take menial jobs, live in conditions much like in third world countries or to take up crime..if they were lucky. Some had been changed in ways still attractive to the human eye, at least to some. A booming sex industry developed, catering to fetishes now being able to be fullfilled.

Then in 2010 a disgruntled group of Changed made an attempt to shift public attention to these violations of their rights as US citizens with a demo at the Washington Monument while human hate groups rallied and formed a counter-protest. Tensions rose and tempers flared when President Wallace decided to address the issues and discuss possible solutions with the protesters. As the situation calmed and the president sat with a group of spokesmen of the protesters, someone fired a shot and killed Wallace. It was never discovered if it was a Changed or a Norm who fired the shot, but all over the country the disposition towards the Changed shifted.

The former TV-personality and former VP and now acting president Truman Strong declared a state of emergency, putting a curfew for Changed in place and further demolishing their rights. He showed his true colours by embracing an Anti-Changed policy and mingling with right-wing elements. Officially recognized Super-heroes were forced to either support the government or being stripped of their official support and status and being declared criminal vigilantes.

2011-now - A few months after the assassination of President Wallace and on the height of Anti-changed actions, Georgetown professor Dr. Clarisse Raymonde, a renowned book author, scientist, philantropist and expert consultant for both TV and political commitees, contacted a few sample Changed, that she knew. They met the first time in secret in Dr. Raymonde's house in Washington and formed GeneForce, a group dedicated to upholding the peace and to better the public opinion of the Changed.

At first it was a struggle, as most of their actions would be considered criminal offenses under the new laws. But the group soon netted respect amongst organisations as the FBI, S.H.I.T and many regional police forces. Slowly there was change. Not alone caused by GeneForce's actions, but bv President Strong's actions as well. It soon became clear, that he was not only Anti-Changed, but Anti-non white, which led to many other minorities to stand alongside the Changed. Also many liberal-minded white americans were increasingly put off by the president's politics.

It was before the 2016 election, that GeneForce and the FBI revealed the plot behind the death of President Wallace. A fringe group of both Changed and Non-Changed that wished for war between the ethnicities to sow chaos, was behind all this. The president was the group's founder and he orchestrated his ascent to the presidency with the group's help. Immediately a big public outcry arose and and President Strong was impeached and the elections were held prematurely (as they would have been only two months in the future).

President Anna Lebowski, a democrat from Minnesota, was elected with a landslide victory. She promised to repeal and replace the unfair laws of the Strong administration. And she started to do so.

Meanwhile, a new discussion was pushed to public attention by Clarisse Raymonde. The Changed (or First Generation Mutants, as she called them), usually changed when fully adult and with no discernable pattern. But Dr. Raymonde prophecied the emergence of the second generation, people born at least with the latent possibility of powers.

The Change

State of the world

State of technology

GeneForce

History

Members

New GeneForce

History

Members

Player Characters

Story

Allies

Adversaries