<div style="text-align: justify;"><hr/><br/><strong>What is this?</strong>  An experiment in running Mutants and Masterminds (specifically in its 3rd edition form)... and in doing so on a forum.  I've never previously run M&amp;M, and have never tried running a supers game on a play-by-post basis... but hopefully this works out!  It's also a response to a request from TFCommando for a particular <em>kind </em>of supers game.<br/><br/><strong>What will the game be about?</strong>  Heroics and self-discovery!  With the added intention of leaning into some of the elements that are often glossed over in the source material, such as <em>why</em> superpowered individuals might run around in impossibly-tight and exceptionally revealing outfits.  I'm planning to make use of published adventures as much as possible - both to save myself on preparatory work (or so I hope), and to find out how the designers think the game should actually work.  Smut will <em>not</em> be front-and-centre at all times, and characters will be expected to be able to function as heroines in perilous situations.<br/><br/><strong>What sort of characters would suit?</strong>  M&amp;M's own world is stuffed with possible backgrounds: from <em>a tragic accident involving toxic waste</em> to <em>when I turned eighteen I discovered that my absentee Dad was actually a fae trickster</em>, just about any superheroic origin story is likely to be found <em>somewhere</em> on the planet.  Most supers are 'born that way' in one fashion or another, but just about anything is likely to be up for discussion.  I would advise against anything too unusual: we're all going to be trying to learn about the game-world (and about Emerald City in particular) during the course of play, and we will probably not have much chance to explore things like alien origin stories or the home culture of an otherworldly visitor.<br/><br/>A key thing is that <em>all</em> characters should have access to superpowers at the start of the game.  The first scene will give you a chance to pitch into a critically dangerous situation: having powers will not only help you to do so, but provide a clear reason for the other characters to want to work with you in the longer term!  Thus, if you want to play a gadgeteer or someone whose powers come from a specific artefact or outfit, make sure they have <em>something</em> they can routinely keep with them that might grant access to at least a portion of their powerset.<br/><br/>Another is that all characters are female.  This is part of the original request: as ever on E, if someone reading this finds that it doesn't suit, then they are entirely feel free to make their own request thread for a game to tickle their fancy!  ;D  Characters <em>can </em>have been transformed from another form to a female one (magically-animated statues, polymorph effects, biotech experiments, and an array of other options are all possible within the setting), but whatever they started out as they are to be biologically female by the time the game starts.<br/><br/><strong>How old should characters be?</strong>  All characters must, of course, fit with Elliquiy's site guidelines... and this game is being set up in response to a particular request from TFCommando, which adds further elements.  Given the potential for supervillainous bondage and exhibitionist situations (as well as possible sexy fun-times), I will set 18 as an absolute hard-limit for the minimum age of characters (both in terms of appearance and mental age).<br/><br/>Characters will fit into two bands of age.  One set should be college-age youngsters, with little or no prior experience of active superheroic adventuring.  The other band are older 'veterans': potentially only in their late twenties (but perhaps into their forties), they've been there, done it, learned how things can go horribly wrong... and are keen to pass on their wisdom (and some personal preferences) to a new generation of aspiring youngsters.<br/><br/>In terms of power, all characters are built on <span class="bbc_u">equal</span> points.  M&amp;M's system and world are ones in which supers can gain experience and gradually move upwards in power level: the veterans might well have started out as less-potent heroines and worked their way up.  In many ways that should make their experience all the more worthy of respect... while the youngsters' talent is likely to make a big impression on the 'old timers'.<br/><br/><strong>Will the player characters be a superteam?</strong>  Yes... but not at the very start of play.  Characters for this <em>must</em> be inclined to help out when they see people in trouble, and must be willing to collaborate with like-minded individuals to try to protect the city in which they live.  Moody loners, grim isolationists, and characters who would need a lot of effort to recruit are <em>not</em> suitable for this game.  Characters don't need to be wide-eyed and naive, but they absolutely do need to be ready and willing to work with like-minded souls to meet urgent threats.<br/><br/><strong>Why NC Exotic?</strong>  The M&amp;M world features aliens, 'cryptids', and beings from other dimensions, and it's possible that our heroines might have dealings with such entities.  Given that many of these are entirely civilised but also decidedly far from human, the 'Exotic' tag might be a wise precaution in case romance sparks up in an unexpected form!  The NC element is largely intended to cover the propensity of supers to wind up in assorted forms of bondage / restraint against their will: without explicit player request / consent in advance, I would not intend to do anything more intimate to a PC than tie them up.  This bondage might be public and / or perilous (e.g. strapped to a table while menaced by a slow-moving laser, placed in a cage above a shark tank, etc) as befits supervillainous methodology, but I'm not intending to have this morph into a grimdark or doomdeath kind of game.  :D<br/><br/><hr/></div>