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Showing posts with label comics. Show all posts
Showing posts with label comics. Show all posts

Thursday, January 28, 2016

Xavier's Kingdom for Gifted Children

It's no secret I love Microscope. I've used it many times to craft histories and cities for campaigns, one-shots, and virtual conventions. But I also love Ben Robbins' other game, Kingdom. If pressed, I'd put that in my top five rpgs. I love what Kingdom does and, though you could say this about every game, it clicks with players who know the game's approach. This is the last of my hacks for January (alongside my X-Com/Pandemic/MotW and 13th Age/Base Raiders concepts). This is a new Kingdom seed and a love letter to the X-Men. 


CUSTOMIZE
The (name) School for Gifted Children is a (completely secret/ quietly concealed/ out in the open) school for young persons with amazing powers, commonly called Mutants. The school aims to (bring mutants and humanity together peacefully/ teach mutants to survive/ create a bond of mutant “brotherhood” for the future).

Humanity fears Mutants. They have existed (for a long time/ only a generation/ for a few short years). The strongest reactions have involved (paranoia/ hostility /violent assaults/ fearmongering). While the debate has raged on (many/ several/ only one/ no) (politician(s)/ organizations) has(ve) risen to take the lead on the issue.

The school itself is a (small facility/ lies on a modest estate/ sprawls across a large campus). Parents are (fully aware of/ have an inkling about /have been brainwashed concerning) the school’s purpose. Instruction focuses on (students’ talents/ making them well-rounded persons/ balancing powers and real world knowledge).

The staff itself (has a few Mutants/ strikes a balance between Mutants and Humans/ is almost entirely Mutant). Instructors on staff with powers (avoid any kind of/ get caught up in/ secretly engage in/ openly carry out) superheroics.

THREATS
  • Government Registration: Many have called for a central database of all mutants. Others have gone further and suggested mutants be marked and labelled.
  • Kidnaping for Experimentation: Several organizations want mutant bodies, some for nefarious weapon programs and others to serve a Transhumanist agenda.
  • Mutant Militant Organization Rivalry: Another organization exists either in direct conflict or carrying out a more extreme version of the school’s agenda.
  • Student Dissatisfaction: Just because you're a mutant you don't have to attend the school. The staff have to balance drills and student body buy-in.
  • Instructors with Agendas: Some instructors live to teach, while others have political agendas and perspectives they work quietly to spread.
  • Alien Intervention: For some reason alien empires keep getting caught up in mutant affairs. That can seriously impact syllabi.
  • Parental Annoyance: Students have parents and parents have desires and ambitions for their children. While some have disowned their offspring, others argue about grades, teacher recommendations, and future placement opportunities.
  • Vigilante Activities: Some mutants fight for justice, and they may be sneaking out to do it. That can bring unwanted attention.
  • Mutants Social Unrest: In some areas mutants have been shut into closed communities. Tensions there can spill over.
  • Budgeting for Repairs: Repairing the Danger Room after a particularly nasty fracas isn’t cheap.
  • Hormones and Energy Blasts: These are teenagers with powers like telekinesis, fire control, and invisibility. What happens when you jam them together in a single place?
  • Mutant Plague: A virus, perhaps artificial, perhaps not, has begun to spread in the general mutant community.
  • Mutant Conversion Therapy: Rumors have come of a “cure” for mutantkind. It may be a trap or it may be a means to eliminate the mutant threat permanently.
  • Temporal Changes: Mutants have a habit of getting into temporal mishaps. This can create changes to reality only some people recall.
  • Educational Certification: It’s still a school. If anyone wants their degree recognized or credits transferred, it needs accreditation.
  • Secret Agency Infiltrators and Recruiters: Those in the know eagerly place moles, double-agents, and the brainwashed on site for future plans.
  • Staff & Students with Evil Relatives: An unusual number of mutants have siblings, parents, or cousins who turn out to be super-villains.

LOCATIONS
  • Counselors Office
  • Instructors Wing
  • Danger Room
  • Headmistress’ Chambers
  • Subterranean Aircraft Hanger
  • Front Hallway Crossroads
  • Baseball Diamond
  • Off-Limits Woods
  • Down by the Lake
  • Teachers’ Garage
  • Research Laboratories
  • Medical Room Closet
  • Secret Mutant Detector Facilities
  • Student Rec Room
  • Dining Hall
  • Isolation & Containment Chambers
  • Garden Maze

CHARACTER SEEDS
  • Former Villainess Turned Teacher
  • Student with Monstrous Appearance
  • Warrior with a Haunted Secret Weapon Past
  • Uptight First Graduate of the School
  • Shared Mind Collective
  • Alien Transfer
  • Devoutly Religious Instructor
  • Disgruntled Star Pupil Returning to Teach
  • Resurrected Clone FiancĂ© of the Vice Principal
  • Imaginary Concept Turned Human
  • Reprogrammed Anti-Mutant Killer Robot
  • Alternate Timeline Survivor
  • Excitable Superheroic Groupie
  • Reluctant Student with Deadly Powers
  • Pupil with Anti-Mutant Family Ties
  • Non-Mutant Butler
  • Depowered Superhero

CROSSROADS
  • Expel students caught using their powers to cheat?
  • A new student has powers that shut down his classmates abilities. Leave them in normal classes or isolate them from the others?
  • Let the students participate in a shared prom with local schools?
  • A new mutant-only drug is making the rounds. Conduct an undercover investigation locate the culprits?
  • A student has started a movement praising the ideals of a radical mutant supervillain. Ban such talk from the school?
  • A popular Southern instructor has been fraternizing with students. Expel him from the grounds?
  • Put a stop to students secretly training with the more lethal aspects of their powers?
  • Some object to the presence of non-Mutants. Only allow mutants on campus?
  • Have students battle one another to increase their skills?
  • Encourage more parental participation at the school?
  • Openly endorse mutant superheroics?
  • Move the school to a recently seized mutant-only region?
  • Lock away a student discovered to be a younger (clone/dimensional alternate/de-aged/amnesiac) version of an arch-villain?
  • Openly campaign against new Mutant Registration legislation?


Suggestions? Other ideas?  

Tuesday, February 24, 2015

Codici Malefactus: Rats of NIMH Meets Evil Hogwarts

I'm still recovering, but the arm's letting me work a little longer at the computer. I wanted to put something up, so I thought I'd post a project from 2010 that ended up not going anywhere. Gene did some pages for it, so I've posted a couple of cutaways from that. Right now, I'm thinking I'm thinking about how I might rework some of this into a gaming set up. Maybe for an rpg or a board game....I've sketched out a couple of things. In any case, this is the two page pitch I put together for this fantasy animal-based story.  

CODICI MALEFACTUS
Summary
Awakened to awareness and intelligence, the squirrel Kinder escapes from death into a new world. He gains sanctuary among a band of animals-- also transformed by accidents of human magic-- living in the walls of a sorcerous workshop called the Codici Malefactus. But these mages are not benevolent and discovery of the escaped animals means destruction. Kinder finds himself isolated from human and animal alike, trying to survive and avert disaster spawned from the very magic which created him.
Tag-Line
The Rats of NIMH in a maleficent Hogwarts.

Story
A fantastic half-workshop, half-laboratory, we see a boy, dressed in worn robes and the scraps of an archaic school uniform. He pulls out a small brown squirrel from a cage. Clutching it tightly, he consults from a battered tome. Then he speaks strange words that hang like ideograms in the air. The squirrel shivers and transforms as a force of magic coalesces in the air and enters it. The squirrel size doubles, forcing the boy to shift his grip. While still vaguely a squirrel, it seems unnatural with strange eyes, thorny horns and a bushy tail dotted with thorns. The squirrel cries out in the same hanging runes. Without a backward glance the boy drops the new beast over a half-wall into a makeshift pen.

But even as the squirrel lands, we see it change back-- though not completely. The glow has vanished, but it leaves behind traces of the horns and tail. Now it is simply Kinder, a squirrel forever altered by this magic and suddenly filled with intelligence and awareness. Wrestling with this new state Kinder stares at his own paws. Then his eyes track upwards into the maw of another enormous transformed beast. Kinder understands one thing: he is dinner.

But this monstrous beast rears back, crying out. Then, like Kinder, it reverts back to its original form, Leather, the slightly dopey boar. Multiple changes have made him slightly ape-like and marked with eyes gone burning yellow, armored scales, and metallic bristles. Still terrified, Kinder comes forward, trying to come to terms with his state. Leather looks at him with a mix of fear and wonder-- the squirrel having somehow driven out the alien spirit within him. The boar calms Kinder, and explains that the changes will take time to get used to. The sudden return of the student feeder interrupts their bonding.

The boy realizes something has gone terribly wrong and grabs up Kinder-- deftly avoiding the barbs and binding him in his pocket. He hunts about for a scapegoat, settling on Nevral, the least talented of the apprentices. Kinder hears and comprehends the shouting of an outraged master and fleeing apprentices. The squirrel tears free from the student's pocket, racing across the workshop, but finds himself trapped in a corner. The unjustly punished student spots him, but hesitates. He stares at Kinder but leaves him be, alone in this new and strange world.

Wandering through the dangerous world of this sorcerous workshop, Kinder escapes death with the intervention of another transformed animal, The Indomitable Lady Rekhavyk (“my full name, thank you very much...”). This heroic and self-styled Puss-in-Boots savior to the lab animals drags him along. Disoriented, Kinder finds himself led into the walls of the workshop-- only then realizing the scale of this new place. Once a palace, it now hosts this strange faction of laboring mages and their apprentices. Rekhavyk incompletely explains the new art of the human wizards, one which summons otherworldly forces to transform animals temporarily into powerful magical servants. The real secret hidden from the humans is that over time this transforms the animals not only physically but mentally.

Kinder stares in wonder as Rekhavyk leads him into the refuge of those awakened animals who have escaped-- a sanctum built into the walls and abandoned areas of the workshop itself. Over years they have built themselves a labyrinthine sanctuary out of the cast-offs from the workshop itself. Kinder and Rekhavyk scurry through abandoned rooms with cleverly concealed makeshift bridges and moving platforms. They rise higher, to the ruined towers of the lab. Kinder looks out to see a city below; for a brief moment he has a flash of a glorious mecca. Then he sees the real city broken and black, huddling under dark clouds and half buried by gray snow. Rekhavyk draws him away into the sanctum of the animals.

Here Kinder sees a host of animals, all showing signs of the transformation-- a bizarre menagerie of woodland creatures partially overlaid with the bits and pieces of nightmarish monsters. Brought before the leader of the group, Wrethe, the squirrel learns of the animal's origin and of the magic which created them. However his own revelation startles the assembled group. Each gained knowledge and weird changes over time, but Kinder awoke in a single transformation. A greater shock greets the accidental revelation that he understands the humans' speech. While some look on Kinder with wonder, others fear his difference. In the days to follow he begins to understand that even here he remains an outsider. But news of Leather's impending destruction shocks him out of his self-pity and into action.

Desperate to save the first animal who aided him, Kinder begs the other animals for aid. After much argument the elders deny his petition, to the satisfaction of Rekhavyk who has come to begrudge the squirrel's quick knowledge and adventuresome spirit. Leather would be too difficult to spirit away and his size would make him nearly impossible to conceal. Despite the prohibition, Kinder decides to strike forward anyway. He closely observes the dynamics of the masters and students-- aided and hindered by the conflicting voices in his head. Slowly a plan forms, one lying outside the scope of what the other animals can muster.

Now Kinder must execute his operation alone. Can he free Leather without revealing the animals? Can he find refuge for his friend? Will Nevral turn out to be an ally or enemy in his quest? Kinder must put his own safety and that of his new home at risk to act on loyalty and friendship. This rebellious first step may lead him against all of the powers of destruction the mages have unwittingly tapped.

Setting and Background
The Codici itself takes up only a small portion of a grand palace that has fallen into ruins. There's a strong visual parallel between the scrabbled-together nests and warrens of the animals and the shabby disrepair the mages live in. The humans cram themselves into a fraction of the available space. Around them lie the scattered detritus of failed magics and broken projects. There's a generally renaissance atmosphere, but one that blends with classic magical elements and Clockpunk-style devices and machines. The palace's size means coming across art, decorations and designs from history and the world.

In the far background, outside the walls of the Codici, hangs the conflict just past-- a battle between practitioners of this new summoning magic and the old ways. On one side stood a magic capable of permanence requiring study, cost and intense labor; on the other stood the new magic quickly learned, free to use but remaining temporary.

The victory of the new magic destroyed most of those who knew the old ways. Codici Malefactus serves as one of the few places where that knowledge remains...at least partially. The Overlord who swept the land with the new magic keeps this place to repair the remaining old devices and useful engines. The staff survive at his behest. While they would rather be pursuing more fully their own experiments with the new ways, they must work with what little they can glean to keep things running. If they fail, they know the Overlord will have little pity for them.

Characters
The setting presents opportunities for a host of rich characters. The other transformed animals run the gamut of birds, beasts and even insects. They must each deal with their new intelligence and personality as well as their Pokemon-like physical changes and existence. Kinder will meet many struggling with this and the urges of their natural instincts. Some, like Rekhayvk, create new roles and identities for themselves. But the hero-cat holds a difficult position; she must rescue lab animals but also choose who will be worthy of rescue. These clashing personalities create internal battles over how best to survive. Kinder can see how much the animal society echoes the humans they fear.

The humans of the Codici Malefactus present another rich set of characters, as potential allies, adversaries and background color. The “Students” serve more as servants and apprentices, forced to learn bits and pieces of what they consider a failed art. They seethe with resentment and youthful power politics. They know they have a gift for magic, but find themselves stymied in their quest for greater power. Most dance between undercutting their masters and trying to curry favor. The master resent their place here-- dealing with unruly apprentices and eking out time for their own pursuit of power. Only the mysterious guild mistress, Sulhara, holds them in line. Even she serves still another master, the Overlord, who far away carries out his own plans to bring all of the world under his thumb.

Perhaps the most ambiguous human character will be the boy who aids Kinder in the beginning, Nevral. He possesses less of the magical gift than the other apprentices present. This makes him a ready scapegoat. His concealed strength lies in his ability to focus and to study. Where others glide through on sheer native talent, he works for his victories. As a result, he may understand more fully the very magic the others wield so easily. The developing relationship between Nevral and Kinder will be an important one to the course of the story.

Future
Short-term Stories: Kinder joins the Civilization's fight for survival, but soon learns how precarious their way of life is. Constantly hunted as vermin, the animals scavenge homes, food and new escapees. They must pick their battles carefully. Upsetting the mages' plans could bring discovery. At the same time Kinder must learn about his fellow animals. To fit in he must understand their stories and quirks.
Medium-term Stories: Kinder learns more about the infernal nature of the summoned spirits, the history of the last Mages' War, and his own unique enchantment. Kinder rebels against the cautious animal Elders and risks an alliance with Nerval. It is a friendship that will spark a new war, but might save the world.
Long-term Story: Kinder must uncover a way to stop to the spirits' plan for the destruction of everything.


Tuesday, December 24, 2013

Warlord 52: A New Skartaris

Over the past couple of years Art Lyon and I have been working on several new pitches. Collaborating with Art has been a pleasure. We've developed some interesting concepts and gone down some blind alleys. We spent some time thinking what might work for DC's nu52 universe. We decided to play around with Warlord, a character who fits with our shared love of pulp fantasy and swords & sorcery. The pitch itself didn't get anywhere, but I thought people might enjoy taking a look at it. I may steal the premise for a campaign.  

In particular we owe a debt to Trey Causey and his blog From the Sorcerer's Skull. His "Warlord Wednesday" series is a must read for fans of the character. We wrote several versions of the pitch (full plot synopsis, character profiles, one-page). Below is the draft of a mid-sized version. 

THE HIGH CONCEPT:
Warlord re-imagined, fusing that classic character's action roots with fresh approaches from modern fantasy (Final Fantasy, The Hunger Games, Bleach).

THE PITCH:
Travis Morgan gains allies and enemies as he battles across the hollow world of Skartaris to save a land he endangered and a woman he loves from the apocalyptic schemes of an ancient tyrant reborn.

OVERVIEW:
Too restless to find a place in the modern world, Travis Morgan crashes into the "hollow world" of Skartaris after a rescue turns into a fight for survival. Seeking revenge, he pursues Deimos, an avatar of ancient powers battling over this realm. Once a lone wolf, Morgan must gather a team with their own grudges against the sorcerer. He’ll need to understand this world and himself if he has any hope of victory—a victory that may force a choice between this new world and the woman he loves.

CAST AND CONCEPTS:
  • Travis Morgan: Self-confident, adventurous, independent—and alone. He turned his back on the past to live in the wild, but fierce loyalty and love pull him back. Now he faces a perilous world where to survive he must confront not only great evil but his own failings.
  • Lethe Daniels: A visionary biotechnologist who shares a tumultuous past with Morgan. At a remote Antarctic research station, her startling discovery puts two worlds in jeopardy.
  • Maddox: This by-the-book security officer was once Morgan’s best friend until Maddox’ 'mission over morals' attitude put them at odds; his resentment, secret orders, and infatuation with Daniels escalate the conflict that catapults them into Skartaris.
  • Deimos: Dark sorcerer from Skartaris' ancient past, unwittingly resurrected by the merging of arcane magicks and Earthly genetics—a science Daniels knows and Deimos needs to remake Skartaris in his own lightless image...but is he just a facet of an even greater threat?
  • Shakira: Half-wild shape-changer; her fighting prowess and insights into Skartaris make her an invaluable ally. She guards her own secrets closely, at the risk of endangering Skartaris.
  • Tara: Seer and guardian of the golden city of Shamballah, exemplar of civilized Skartaris. Visions of Shamballah's destruction—and Morgan's role in it—thrust her out of a pre-ordained life and headlong onto a perilous path alongside Morgan's own.
  • Machiste: Warrior-lord of Kiro, he offered himself to his people's greatest enemy to save them from destruction. Rescued by Morgan but kept from his home by a Relic's curse, he joins Morgan's quest to bring down Deimos, hoping to end his bane and regain his crown.
  • The Relics: Constructed by the Ancients for purposes lost in the passing of ages, but whose powers and dominions are crucial to the survival of all life in Skartaris.
  • Skartaris: A pocket-universe “hollow world” lit by a constant noon-day sun. A foreboding moon orbits the sun and beneath it a crawling zone of darkness follows, the key to unlocking dark powers. Skartaris is a tableau of strange regions and cultures, from the primeval to the medieval and the brutish to the mystical. Arcane sorceries and multifarious conspiracies swirl in courts and covens. Living Relics—from the vast to the minuscule—litter Skartaris, fragments of their mysterious creators. All this—as well as steaming jungles, towering peaks, roaring oceans, and every manner of fantastic beast—presents deadly challenges at every turn.
THE FIRST ARC
Despite turning his back on civilization, a desperate call from former lover LETHE DANIELS sends ex-military freelancer TRAVIS MORGAN to a remote polar research station. In the facility—besieged by strange energies and fantastic creatures—Morgan encounters MADDOX, the security chief. A former friend infatuated with Daniels, Maddox resents Morgan, and points out the costs of his past recklessness. The pair fight the invaders and each other as they strike toward the barricaded main lab. They smash through to find the possessed researchers—including Daniels—chanting a single word: Deimos. Before them writhes the fruit of their labor: part plant, part animal, part construct. Morgan frees Daniels, but the conflicts come to a head. Following secret orders Maddox accidentally activates the device. Gravity shifts and the building warps. Morgan crawls from the wreckage to find they have  arrived in the hollow world of Skartaris.

Just as they gain their bearings, serpent-riding huntsmen set upon them. Morgan leads the survivors into the jungle, and then sacrifices himself as a distraction. The lead hunters overwhelm him, but the sudden appearance of a massive black panther turns the tables. When it transforms into the warrior SHAKIRA Morgan convinces her to aid them. Daniels' trail leads to a lost temple cavern where they arrive just ahead of the hunters. There Morgan's blood miraculously opens a cache of empowered armor and weapons, but the battle still goes against them. Amidst the fighting, Maddox seemingly kills Daniels as his body transforms. He tries to kill himself to stop the possession, but a furious Morgan prevents him. Maddox is consumed, and in his place stands the twisted form of the sorcerer DEIMOS.  He thanks Morgan and summons magical flames. Shakira tackles Morgan, hurtling them off a cliff.

Dragged from the river, Morgan swears vengeance against Deimos. Shakira points out he will fail if he goes alone. If they can gather allies, they may have a chance. At Shamballah, they meet the princess and seeress, TARA. Over objections from the council of nobles and her scheming husband, she secretly offers them a vision: they have thirteen days. Then Deimos will perform a ritual at the legendary Tree of the Unmaker and complete his rule over Skartaris. Assassins in league with Deimos sympathizers attack Morgan and company. They flee the city in a running battle with new allies, including a secretly disguised Tara. Meanwhile, Daniels awakens in Deimos' lair. The sorcerer has saved her life, but only as a resource...

To outrace Deimos they push through the sorcerer's conquered lands. Morgan now sees the death and decay his enemy has wrought. When a rampaging war colossus blocks their path, Morgan rushes to stop it, and finds MACHISTE attempting to do the same. Together they succeed, and the warrior-prince joins our heroes in their quest. They stage a break out from the slave pens of Golgoloth where Deimos' War Apes hold future sacrifices. To convince a freed mercenary mage, Tara reveals herself by calling a vision of Deimos—and a still-living Daniels. A shaken Morgan knows his desires will now clash with those of his allies.

Morgan's strike team reaches the Tree too late: Deimos has begun his ritual. He will now fuse genetic technology from our world with his own mastery of the living magick of the Relics to control Skartaris. Our heroes work their way through Deimos troops, but Morgan breaks off to confront Deimos alone. Only the intervention of his new allies saves him. Now they must battle Deimos together, but even if Morgan survives, he faces another test: return to Earth or save the life of the woman he loves…

What Comes Next? (The Second Arc)
Morgan has faced some of his own demons, and now he must find his place in this new world. He's quickly thrown into the complex maneuvering of Shamballah's nobility. Fighting his impulse to head off on his own, Morgan must learn to build friendships, and most importantly to trust those friends. At the same time, Morgan begins to learn about the sentient Relics of Skartaris—and that Deimos was one of these. Some of the relics appear benevolent, but Morgan suspects darker truths.

Friday, September 6, 2013

Riddles: Edward Nigma: Consulting Detective

A pitch we (me, Art Lyon, and Gene Ha) did for DC several years ago. We had some interest, but the timetable they asked about was crazy (they wanted it in before the new Batman film a few months away). It doesn't work with the new status quo in the DC Universe, but I think it remains cool concept. I'd love to make it a backstory for a superhero campaign. 
RIDDLES:
Edward Nigma: Consulting Detective
6 issues
IN BRIEF
When old adversaries turn up, detective Edward Nigma, formerly known as The Riddler, flees Gotham City. He sets up shop in Washington, DC and builds a network of connections, assistants…and enemies.
Following the cases of a detective who schemes like Yojimbo and pontificates like Sherlock Holmes, Riddles tours unexpected corners of the DC universe and the many genres of mystery: from noir to technothriller, from conspiracy to locked-room, and everything in between. But, although Nigma excels at solving puzzles, his discoveries may be as dangerous as the crimes themselves.
But is the Riddler just a detective or something more? Stuck solving cases for the underworld he’s so recently escaped, he begins to recruit a team— but to what purpose? Through the course of the series we see the pieces fall into place as Eddie sets up a final showdown…for revenge.
Can a criminal hunt criminals without becoming one again? Will he live to find out? Will he look up from checking stats on his Fantasy Villain draft picks long enough to worry about it?
MAIN CHARACTERS
Edward Nigma: Although he tells himself he's in it for the fame and money, part of him knows that’s a lie. A clean record gives him a chance to go straight, but he needs challenges to keep from going crazy...er. To every case he brings a brilliant analytical mind, a penchant for schemes, a bizarre supporting cast - and a nearly limitless ego. His clients will not always like the answers he uncovers.
Yeager K. Allen: The FBI  liaison to the Washington, DC police who finds himself under Eddie's thumb. Years before, the Riddler supplied him with enough information to make a name for himself at the agency. He’s not corrupt, just inclined towards the easiest path. His debt to Nigma chafes, but he can’t resist access to the kind of evidence only Edward Nigma can turn up – evidence and insights carefully doled out. So, Allen helps him - but he's always on the lookout for ways to take Nigma down a peg.
The Dog: Eddie’s second recruit, a patriotic robot dog claiming to be half-beagle, half-bloodhound - meaning he’s right half the time. Another one of Prof. Ivo’s failures, he made the mistake of turning good to the Power Company and found himself a robo-mascot butler rather than a member. The Dog joins Eddie in the heart of the American capital in the hope he can do some actual good... and perhaps even get to vote.
 “Manny”: A mook’s mook, Manny is the survivor of many super villain henchmen gangs. He brings with him minimal skills and an insatiable drive to be helpful to Eddie, who’s pulled his bacon out of the fire once again.   
Mujinahime: The self-proclaimed Princess of the Mujina—tiny Japanese trickster demons— Mujinahime and her gang of wargrrls control their turf through a mix of skill, superpowers, and cute. While she appears innocent at first, darkness reveals her true colors—making her Eddie’s secret weapon.
The Word: A forgotten dark vigilante who was gritty before gritty was in. Now semi-retired and more smelly than fearsome, Eddie offers the Word one last chance to make a difference—but on the Riddler’s terms.
ISSUE ONE
Edward Nigma’s doing well. He’s managed to build a decent client list, establish an exotic reputation, and gain recognition through a snappy advertising campaign. Besides a few lost competitions against the Dark Knight, he considers his life pretty good. That comes crashing down when he returns to his office to find his staff touched by the grim grinning rictus of Joker Death (tm), from his secretary to his agent to his lawyer. By the time the Major Crimes Unit arrives, Eddie realizes old friends and enemies have made it too hot to stay in Gotham City.  
Landing in Washington, DC Eddie sets up an office and begins his hunt for a capable assistant. The results are unfortunate and in one brief case even disastrous: kids straight out of their origins with no real training, Snapper Carr wannabes, or, worse yet, former sidekicks to villains, including Jewelee and the Body Doubles. After Harley Quinn swears revenge for Nigma's casual use of words like “underqualified,” and “psychotic”, Eddie decides to take a different tack.  
Short-staffed, Nigma's first big case forces him to team up with Oracle in an effort to track down a hacker working the halls of one of the most secure facilities on the planet. She needs him to prevent Accidental Armageddon v 2.0 and he needs her to help solve a domestic dispute between two of DC's strangest villains.
To get in, Eddie twists the arm of his unwilling FBI contact, Yeager K. Allen, whose knack for ducking trouble fails him when Nigma shows up. With Oracle riding virtual shotgun, they discover that a combination of VR “entertainments,” a King Kong fetish, and the unauthorized use of government supercomputing resources may spell doom for Monsieur Mallah and the Brain's relationship, threaten the world, and scar the detectives for life-- physically and mentally.
Later, back at the office, a call from Allen may provide Nigma with the solution to his staffing and safety woes: a potential assistant who's worked with the FBI before— The Dog, an evil robot superdog now turned patriotic crimefighter. With his first recruit, Eddie begins to set in motion a brilliant, intricate revenge plot – one that could very well destroy everything he’s built.
FUTURE ISSUES
Issue 2: A Fistful of Mooks
When former henchmen call on Nigma to solve a mystery before their bosses Mr. Freeze and Scarecrow get back, Eddie has to choose between putting things right and telling the dangerous truth. Of course that's no choice if there's trouble to be caused for former rogues-gallery rivals. Nigma plays the two gangs of henchmen against one another while ferreting out the truth. As the dust settles, Eddie comes away with his next recruit, Manny—a mook among mooks.
Issue 3: City of Sins
A city of sin. A city of lies. A bloody string of unsolved murders. Eddie faces competition in the form of washed-up boy geniuses the Harvey Twins, the less-than-deadly Encyclopedist, and the hyper-professional Nan True. But Eddie’s agenda reaches beyond these mysteries as he recruits another member for his team, Mujinahime whose girl-gang of Otaku-bashers and MySpace-poets rules the streets. Is this seedy burgh of bad men, worse women, and stark lighting ready for the master of double, triple and quintuple crosses?
Issue 4: Twenty-Four in 24
The Penguin, one of Eddie's few remaining friends, calls for help. Now he has twenty-four hours (and twenty-four pages) to reunite a retired supergang to stop a heist before the bird gets caged. Will his plans collapse when they find he's been “flexible” with the truth? How much of Eddie’s plan aims to help his old friend and how much to help himself? A countdown climax answers these questions and brings Eddie another member of his team. Twenty-Four meets The Blues Brothers, minus the Illinois Nazis...maybe.
Issue 5: The Trap Trap!
Washington is caught in the crossfire when Cannon, Saber, Merlyn and other super-assassins come to town. Their target is Nigma! Can he survive when he finds his old death-traps rebuilt and used against him? His team has their hands full guarding Eddie-- but does he have other protectors? And why is he so calm? By the end Eddie reveals his plot to solve a client’s mystery, get his hands on rare super-equipment and incidentally take down a few competitors in his online Fantasy Villain league.
Issue 6: The Red Herring Gambit
The Riddler has carefully accrued debts, equipment and resources through each of his cases—and now the pieces of the puzzle come together as Eddie reveals his scheme. His carefully gathered team of odd-ball assistants must go in Mission: Impossible style. But will they be willing to when they learn Eddie’s objective: Take Down the Joker!

WHY RIDDLES?
*Lacking powers or any shtick beyond being clever, the Riddler is arguably one of Batman's most interesting foes. This series explores that character, what led to his one year coma and why he's decided to “go straight.”
*Plays with and explores popular genres of mystery today—Teen Detectives, Sin-City Noir, Technothrillers ala 24, and so on. Like Planetary, Riddles plays with the look and tropes of these stories.
*Riddles will be done as a six-issue mini-series. Each story will be told “all-in-one.” At the same time, continuity and coherence for the series comes from Eddie’s gathering of his gang and hints at a larger plan. He claims to have gone straight, but can he resist a grand diabolical scheme?
*Jumps off from elements created in Paul Dini's new run on Detective Comics, events of Infinite Crisis, and the continuing themes of 52.

Wednesday, June 6, 2012

Samurai Library: Useful Books for GMs

THE UN-HIDDEN SCROLLS
I declared it samurai week for myself, so here's a reading list of books I've found useful for doing samurai games. I've avoided film and vgs because I'll cover that elsewhere. Feel free to suggest more.

COMICS
Usagi Yojimbo
Stan Sakai: 26 collected volumes; 144 issues
This series is a pleasure to read. Stan Sakai puts a huge amount of research and creativity into every story. The various anthologies offer an easy way to pick up these issues, but individual floppies include Sakai’s comments on characters, situations, and background. The longer story arcs (like Grasscutter) show complex plots which GMs could adapt. It also offers insight into daily life and particular crafts (such as the issue which involved kite-making). Despite the “ronin” centered stories, it remains useful for all kinds of samurai games.

Lone Wolf and Cub
Kazuo Koike and Goseki Kojima: Twenty-eight volumes
Strangely the comic that doesn’t feature talking rabbits is the less realistic one. Lone Wolf never stops going to 11. Despite a focus ninjas and ninja-like assassins, it remains compelling. L5R’s Kolat seem closer to the assassins in this series than to conventional ninjas. LW&C has visuals, enemies, and situations which ought to inspire. Take a look at some of the crazy combat situations and complications they throw in. Think about how you might model those in a game. The series does slow down from time to time to present a look at life in this period, but that’s fairly rare. Better in manga form than any of the movies or TV shows.

Satsuma Gishiden
Hiroshi Hirata: Three volumes
This epic can be a mess at times. I slows down into some seriously long info dump sequences. But in some ways that makes it perfect for a samurai GM. I’d call this a combination military & action manga.

Ooku: the Inner Chambers
Fumi Yoshinaga: Six volumes (more coming)
I don’t know how to describe this, except that its nothing like the comics mentioned above. Instead of swords and blood, it focuses on court and manners. It is a manga deeply involved with politics- conventional and gender. It presents an alternate historical Japan where a plague has been killing off the males of the country. Those losses have required changes in the structure and society, not least of which is the existence of a female shogun. The manga revolves around life in the court and the tensions and infighting gripping those who serve it.

FICTION
The Tomoe Gozen Trilogy (Tomoe Gozen; The Golden Naginata; Thousand Shrine Warrior)
Jessica Amanda Salmonsen
These books do a brilliant job of mixing samurai culture, magic, and myth. This is a world where anything can happen. It draws on the legendary character of Tomoe Gozen a little but moves well past that. The books present a clash between the Shinto and Buddhist conceptions of hell and magic worth reading. Gender politics take up some space in the book, but mostly it concerns itself with a powerful heroine facing obstacles mundane and mystical.

Sano Ichiro Mysteries
Laura Joh Rowland: fifteen volumes
I’m kind of a snob when it comes to mystery fiction. More that I have a few genres I really like and most others don’t grab me. I really like historical mysteries for periods I’m interested in (like Ancient Rome). A good detective story takes you through the background and setting in depth. It offers a tour because it has to play fair with you. The Sano Ichiro mysteries take place in late 17th century Japan. And man they can be a slog to get through. I’ve read about a half-dozen of these and I don’t think I’ve ever walked away thinking: “That was a good read.” But that being said- the novels are full of plots, characters, and details worth stealing. The “Magistrate” campaign is a classic form for L5R and other samurai games. You can easily rework many of these stories for your party (assuming they haven’t read them). They helped me develop a couple of nice plot arcs for my Ryoko Owari game. Think of these like junk food and filler, but take notes while you’re reading. Another historical Japan mystery series is I.J. Parker’s Sugawara Akitada books. I’ll have to confess that I couldn’t even get through the first one. They may get better, but I haven’t yet gotten my second wind.

The Scorpion: Clan War First Scroll
Stephen D. Sullivan
I don’t like game fiction, and I got burnt in the early days by gaming novels so I’ve avoided them. However I like the L5R setting so I gave these a try. This first volume works if you’re an L5R fan. It actually manages to hit the role that the Scorpion have to serve within Rokugan. It takes a couple of liberties, but they work in the story. I enjoyed it and felt like the series has real potential. Then I read a couple more and they were really bad. In particular the second volume, The Unicorn, is absolutely terrible. But this first one is good, so that counts for something, right?

NON-FICTION
Everyday Life in Traditional Japan
Charles J. Dunn
This is a fun little book available in a couple of different printings. If you’re hunting for a good book to add details to your samurai game, start here. Dunn covers each of the different classes in depth and then spends some time looking at life in traditional Edo. Really great resource to help a GM paint a picture. You’ll probably recognize a lot of the ideas from here reworked in various games.

Giving Up the Gun: Japan's Reversion to the Sword, 1543-1879
Noel Perrin
It may seem like an off choice given that most samurai games move black-powder to the sidelines. But Perrin’s book examines the culture and control which allowed them to turn their back on a technological innovation. The author examines the stated reasons and advances a few theories about the how and why of it. The book gives insight into the power of symbols and the means by which the powerful maintain order in a society like this.

A History of Japan, 1334-1615
George Sansom
There are a number of good and solid histories of Japan. This one’s pretty classic. He gives a solid academic overview of this vital period in Japanese history. There’s more focus on events and higher level concerns (politics, wars, foreign relations) than cultural issues and details. Still it gives a good sense of the shifting nature of the samurai class and how they exerted control.

The World of the Shining Prince
Ivan Morris
This is a great cultural history, dealing with 10th-11th century Court life. It use The Tale of Genji as its centerpoint, commenting on details from it and illuminating that world. Fun and readable. You know it is a great book when you see passages from it plagiarized wholesale in various samurai rpg products.

Religion in Japanese History

Joseph Kitagawa
A little dry and academic, but covering a topic worth learning about. The first half of the book covers “religion” in the samurai period. It focuses on high level issues (doctrine, control, social movements) over what the faith looked like on the ground. Still if you’re considering having such faiths play a role in your campaign, it presents a good starting overview.

The Samurai Film: Expanded and Revised Edition
Alain Silver
This gives a great history and overview of the genre, pointing out films you may want to track down. Silver has chapters focusing on the work of Akira Kurosawa and Hideo Gosha. Other chapters examine particular genre elements and how samurai have impacted non-Japanese cinema. He also provides a decent filmography. Well-illustrated, I recommend it as a primer if you’re going to start devouring these films.

Lafcadio Hearn and Stephen Turnbull: I won’t go into this, but you’ll probably find lots by these authors- much of it highly useful. Turnbull in particular is an industry. That’s both good and bad. His stuff always has lots of great material in it, but if you read enough of him you’ll end up going over the same research several times.


SAMURAI WEEK

Monday, March 19, 2012

A Tale of Two Kickstarters

MULTIPLEX
For  Christmas this year, Gene Ha generously commissioned an image from one of my favorite webcomic artists, Gordon McAlpin. He writes the amazingly funny and creative Multiplex. I will admit to a certain bias given the several years I spent working and even serving as assistant manager at a local movie theater. That theater, the Forum Cinema "caught fire" several years after I left. Today, when I go into Showplace 14 and see they're now serving chicken nuggets and pizza, I can only cringe with the thought of what cleaning that up involves.


More importantly, Gordon has begun a Kickstarter project for the second collected volume of his webcomic. I have the first and I've read it cover to cover a half-dozen times. The Kickstarter page for the project is here, and I recommend you check it out.


SOLUTION SQUAD
My friend Jim McClain is working on a math-based comic called Solution Squad. He has some pretty amazing concepts he's put together for this: combining years of experience as a math instructor with his passionate love for comic books. Jim ran some of my favorite sessions of Champions in the past. He crafted and ran an extended arc which essentially brought the elements of Norse Ragnarok to the game world, and presented an actual "Twilight of the Gods" changing the setting significantly. It remains one of the best sets of sessions I've ever played in. His diceless take on Star Trek remains another campaign that actually showed me how games could transcend limits and really emulate an experience.


Monday, February 27, 2012

Rocketeer & Flashpoint: Self-Promotion Alert

As a self-promoting shout out- Diamond Comic Distributors had their Diamond Gem Awards announced and Rocketeer Adventures Vol. 1 took 2011 Anthology of the Year. I mention this, of course, because I have a story in there, so that's pretty cool. You can get the hardcover now, and it is a pretty amazing volume with a ton of great artists and writers. The boo'ks worth picking up if you enjoy pulp action and like to see how a different writers wrestle with the limitations of the eight-page tale. I've been thinking about how to handle The Rocketeer as a game, and I think pretty clearly Spirit of the Century or Adventure! is the way to go.




I'll also point out that in March the trade paper of Flashpoint: The World of Flashpoint Featuring Superman comes out. That has the three issue mini-series I scripted and co-plotted for the Flashpoint event. I've had a chance to look at the book as a while and I really like it. It got some nice reviews, especially for a first book from me. The trade paper includes the World of Flashpoint books and the Booster Gold final issues tying in to the event. It comes out March 20th.

Sunday, September 18, 2011

Raging Bullets Podcast

Raging Bullets has put up the podcast Gene Ha, Art Lyon and I recorded about our work on Flashpoint: Project Superman. You can hear the "behind-the-scenes" directors commentary on the making of the book. You can also hear how the three of us met through RPG gaming and how that affects our outlook on story telling.

It is Episode 274 which you can find here!

We had a great time doing this, although you can probably hear the start of my cold setting in as I'm talking. If you listen to it, I hope you enjoy it.

Thursday, September 1, 2011

Howard Waldrop: My GM's Library

 The Set Up Tangent
 I was aware of Howard Waldrop before I was aware of Howard Waldrop. In grade school I recall looking over the shelves of the bookstore we went to and seeing The Texas-Israeli War. It looked like strange book and at that age, I really didn't get it. But I always looked at it and remembered the weird title. Then in high school, I bought most of the new Ace Science Fiction Special series, edited by Terry Carr. That included Gibson's Neuromancer, Robinson's The Wild Shore, Scholz & Harcourt's Palimpsests and Shepard's Green Eyes. But the one I read a couple of time, simply because I couldn't wrap my head around it, was Waldrop's Them Bones. It completely threw me, something so different from what I was reading at the time (PK Dick, Tanith Lee, Harlan Ellison, Marion Zimmer Bradley, Piers Anthony, and so on). Stupidly I never thought to follow up on that book. It didn't even register to me that Waldrop wrote the set up story to the Wild Cards universe, "Thirty Minutes Over Broadway!", even though I read that a couple of years later.

It actually took a strange link up of events to get me to finally focus in and catch what was going on. In 1989/90 I did my junior year of college abroad at American University in Cairo. It was a strange experience. In the second half of the year I managed to pull together a serious GURPS group and ran a campaign which had a solid beginning, middle and end. Since other forms of entertainment: TV, movies or going out to bars had significant barriers, gaming offered a nice outlet. But even more than that, reading. You could find amazing cheap editions of books in stalls on the street- usually in Britsh editions. Often you could find weird authors and a good deal of sci-fi. That's how I finally read all of Dune, a bunch of WS Burroughs I couldn't find in the States, Borges, Amis, and even PD James. These got passed around in our community. There was a girl I realized later I was in love with, Ann, and another I was seriously infatuated with who played in the game, Ellen. From the former I learned to be a more outgoing person, from the latter I got great books.

Strange Stories Read Close Up
The best, by my reckoning, was Strange Things in Close Up, a Legend Books anthology bringing together Waldrop's short story collections Howard Who? and All About Strange Monsters of the Recent Past. Ellen didn't like the collection so much- she was an Egyptologist and had some issues with one of the stories. But I loved it- I loved the work and craft that went into every story. I read the collection over three times and then someone borrowed it and I never saw it again. I like to imagine that the copy I got through Amazon used is the same copy, somehow having made its way here by wild coincidence.

Waldrop most often writes alternate history stories, the kinds of what-if and world making things I love. But it isn't that he just comes up with a premise- he absolutely works through it and finds a completely new approach to it. As always I have to bring these things back to role-playing games- and I think Waldrop offers a great model for GMs thinking about new worlds. Not only about finding interesting corners and niches in them, but about how to present that world carefully and subtly to the readers. New worlds require info dumps, and Waldrop's stories never feel like that. Instead they're refreshing- and honestly I've learned about more cool and obscure things through Waldrop than perhaps anyone else. A close second would be Ken Hite, who is the Waldrop of the gaming world- I've always thought that. I didn't know about Izaak Walton's background for I read “God's Hooks!” or anything about Phlogiston before I read “...The World as We Know't”.

I think my favorite story by Waldrop is “The Passing of the Western.” Spoilers: because it is about an alternate Wild West in which Rainmakers battled Robber Barons. But it doesn't tell that story- instead it sort of tells that story in telling about the Western movies made in the early 20th Century based on those tales. But it doesn't even tell that directly, instead the stories in the form of pieced together articles and interviews from film magazines looking at those movies.

And it works. And I love it. And I love the idea that you can tell a story that indirectly and let the pieces accumulate for an effect. I think that applies fully to comic book storytelling and to gamemastering at the table.

I recommend you read Waldrop if you haven't. Howard Who?, All About Strange Monsters of the Recent Past, Night of the Cooters, Things Will Never be the Same: Selected Short Fiction 1980 – 2005 or Other Worlds, Better Lives: Selected Long Fiction 1989-2003 are all great places to start. If you like Ken Hite's Suppressed Transmission series or even just smart and remarkable sci-fi, then read waldrop.

Punch-Line
Why am I telling you this? Why am I going on in this way? Well mostly because I wrote an alternate universe story, DC Comic's Project Superman from Flashpoint. Mind you I had a lot of circumscribed and directed plot points from the powers above, but I got the chance to muck with the history. When I went to write it, I went back and re-read all the Waldrop stuff. Which leads me to this picture my sister, author Cat Rambo, took at ArmadilloCon 2011.


That's Howard Waldrop reading the first issue of Project Superman.

Friday, August 26, 2011

Why Buy Settings? More Thoughts on Supers


PUNCHING THE FUTURE
So Wednesday saw the publication of Flashpoint: Project Superman #3, finishing out the series I wrote. Gene and Art did an amazing job under a tight deadline. It looks great. The pages in a few places fell exactly as I hoped- pages 2 & 3 we set up will parallel panel design and they ended up being facing pages. I love the effect of that especially because you have a really strong set of visual and narrative contrasts working there as well. I enjoyed doing this book, which was a challenge. We were among the last of the tie-in series to wrap up. Next week the last book of the Flashpoint spine series comes out. That will finish out this event and lead into the new relaunched 52 DC books. The keys to why that relaunch happens are in the Flashpoint books, but the event itself stands as a whole.

Writing a Flashpoint tie-in book has been interesting. One the one hand you have a number of beats and plot details you’re required to hit. Those form a set of obstructions that you have to work with- some provided before the process and some during. There’s an interesting contrast in the idea of Flashpoint itself. Dan Didio as C2E2 said that they’d commonly gotten feedback that Elseworlds books were popular, but that readers wanted more depth and exploration of those worlds. Flashpoint tried to do that- offering a large scale alternate-world story, without pushing out the regular books going on at the time. In fact, I think the only one directly affected was Booster Gold, but I could be wrong. Doing such a large series in uncharted territory requires immense editorial coordination. It does offer a lot of room for depth, but at the same time you have to rein in the various books to make them work towards the central story. That’s an interesting "obstruction" requiring the writers to find a creative path around.

LIKE WRITING A FORGOTTEN REALMS ADVENTURE
There’s a couple of parallels to the art of building a superhero rpg campaign world. Certainly the kind of tinkering done in this kind of broad alternate universe looks a lot like what we do as GMs. The Flashpoint universe is a little unusual in that it is actually holding back its key premise: what’s the difference? What caused the change? OOH with most Elseworlds books we get that up front- the same with rpg supers settings that try to not just be another "Publisher Universe" (Underground, Brave New World, Lucha Libre Hero). The other issue’s about how much you use/integrate with a published setting. For example, how constrained do you as a GM feel about changing up the setting? It you hesitate on that, you could be subject to a host of choices and options you don’t like. If you want to buy in- and have players who buy into the setting because they know it- then that’s a hefty trade off. You’re effectively playing in someone else's sandbox. With a good group, they may be willing to follow you down that road, but I’ve seen players in the past with an attachment to the setting. Not that they would critique every little decision you make as a GM- but rather as the setting spin further away from what they saw as the core strengths of the setting, they’d become irritated.

DO SETTINGS MATTER?
In my earlier inventory of some superhero settings, I mentioned that the only one I’d actually run "as is" was Wild Cards. I do have to wonder how many gamers actually use settings, in general, and how many use superhero settings in particular? There’s a lot of material out there- but how much is really useful. I pick up setting books if they offer some interesting ideas to adapt or at the very least a cool set of bad guys. So some of the settings books I’ve bought- like Champions Universe and Paragons- really function just as an enemies book, the bestiary of the superhero world.

I'll focus on supers here for a bit, but I think the same questions can be applied to setting books in general- what are gamers getting out of those and how are they actually using them?

SETTING TYPES

I think you can break setting books and types down into three flavors: universes, premises, and specific settings. I’d say universes are what game companies try to establish for their superhero games- like META-4 for M&M, Champions Universe, Villains & Vigilantes, Golden Heroes, Superworld- all work to set a kind of big and all-encompassing world in which the stories can occur. Marvel and the DC Universe also fall into this category. They’re large- with the intent of providing a history and backstory for GMs coming in- and open enough that it excludes no story or idea. These aren’t particular useful to me and I have to wonder how useful they are to other people.

By premises I mean superhero games/sourcebooks which add an obstacle or limitation to the setting. For example, Godlike adds two- the first being the time period of the game, set in WW2 but the second being a unified "scientific" source for the powers of the supers. Other Wild Talents books do the same kind of thing- Progenitor, eCollapse, This Favored Land, Kerberos Club, GrimWar- all offer a niche superhero experience with a distinct focus. Other examples are Aberrant, Wild Cards, and Mutant City Blues. Generally I like the ideas of these, but there’s such an attraction to building one’s own super universe that I again read them for ideas to borrow.

Finally setting books in the super universe usually means city books- with these often being the cornerstone of a company setting out their universe (hence San Angelo, Emerald City, Bay City and Freedom City). Again I have to wonder how many people use superhero city sourcebooks as is. I’ve seen some interesting and distinctive ones (like Gotham and Bedlam City) but often they’ve kind of generic. I can find NPCs to borrow, but what I’d really like to see is a kind of generic sourcebooks for running city adventures for superhero games. Think of something like the great Damnation City- but for supers.

FRIENDLY NEIGHBORHOOD?
City books do lead into one of the big considerations in running a supers game: local or global? A local game offers the advantage of a steady stable of normal NPCs and the chance to get at PCs normal lives on a regular basis. PCs can also build up a solid reputation, learn the ins and outs of the criminal society, and really develop useful resources. The disadvantage to a local game is that it does require the crime to come to the players- and when looked at in the grand scale, the city might seem like an awful place to be if these kinds of things keep happening. If players do screw up, cause problems or fail dramatically they have to really live with the consequences of their choices. A global campaign, on the other hand (or even national) offers the exotic- with new places and sites to have fights all the time. It means players can team up with and meet new heroes on a consistent basis. On the other hand, global games reduces some of the classic investigation story possibilities. It also means a smaller stable of local NPCs (perhaps base staff?). The biggest question is how the PCs get from place to place in a speedy fashion- Quinjet? Magic Gates? Teleporters?

SETTING THE SETTING
So what questions does the superhero GM or publisher have to answer? Beyond the simple premise things, which hopefully make it different from other games- a few questions have to be dealt with.
d10-1Published Heroes: Will you have existing comics heroes or villains in your world?
d10-2Unified Origin? Is there one event which caused superpowers? Is it mutation, genetic, supernatural?
d10-3Magic? Is there magic? Never underestimate the impact of that decision.
d10-4How Long? How long have powers been around? How long have superheroes been around?
d10-5Public Reaction? Hidden or Public heroes? Celebrities or Pariahs?
d10-6Tone? A really important decision to convey to your players. Try to find solid analogs to explain what you’re aiming for.
d10-7Realism? A little different from tone- the question of how realistically you’re going to treat the idea of being a hero/vigilante (i.e. will there be a Civil War?)
d10-8Established Universe? If so, can you point to a few sourcebooks (movies, comic runs, TV shows) which set out your vision?