Beginner's Guide to Cosmic Heroism

Beginner's Guide to Cosmic Heroism

A world of magic and myths, centuries into its first industrial revolution! Heroes for a new era rise, wielding magic, mad science, and true grit!

TYPE

Campaign

SYSTEM

Mutants and Masterminds (3e)

LEVELS

8–11

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 SEATS LEFT
$20.00

/ Session

Details

Weekly / Tuesday - 1:00 AM UTC

Apr 28 / Session 1

Session Duration / 3–3.5 hours

Campaign Length / 4+ Sessions

3 / 5 Seats Filled

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Schedule

Tue, Apr 28 | 1:00 AM – Session 1

Tue, May 05 | 1:00 AM – Session 2

Meet your party members

3/5

About the adventure

This campaign is here for players of any skill level who want to play Mutants and Masterminds quickly and easily. If you haven't read the book or you're intimidated by the character building system, that's no problem here. I've built many characters to order for my players and am quick with the rules. If you've played before and have a character or two in mind, I'm very happy to welcome you on board! So far all my players have been new to the game, so It'll be a treat to have an old hat on the roster. On Planet Zolth, heroes trend toward the local, focusing their time on protecting the towns and cities they call home. Their origin stories often involve ancient magical blood lines, exposure to fringe science, and family heirlooms in the attic like spell books and cursed swords. Others might have secret labs in their basements where they perform experimental chemistry or build mecha suits powered by suspicious green fluids. Many folk simply studied the blade while their peers were out rocking and rolling. In the nations of Zolth, heroes are super, but there is no superhero economy as of yet, no schools or licenses to acquire. Modern societies of Zolth have a 1920s-40s aesthetic and technology to match. Telephones, radios, newspapers, and automobiles are rolling out from the vast Emerald Empire in the east to all the lands in the west. The farther from the empire you go, the more ancient and fantastical the settings become. Deep in the west lands can still ruled over by immortal dragon kings in secluded mountain holds or subterranean palaces. Even a back woods city with gas stations might have a frost orc clan living a hundred miles into the forest, holding back from wrecking house thanks to treaties with a long dead king. International trade and travel is fraught with danger thanks to the possibility of running afoul of colossal ancient kaiju, the true rulers of the planet. An adventure full of classic superhero archetypes with a liberal glaze of fantasy and pulp scifi aesthetics. One could say our heroes are the first of a new generation, defining for themselves what it means to be a hero in the modern age.

Game style

Combat Heavy

Roleplay Heavy

Meet the Game Master

5.0

(9)

Artist
Game Designer

Less than a year on StartPlaying

1 game hosted

Highly rated for: Knows the Rules, Storytelling, Teacher

Average response time: 11 hours

Response rate: 100%

About me

Game mastering has become the creative passion of my life, with 20+ years of experience doing it, I'm looking to add another 10+ years before I run out of steam. Lately I've fallen for Mutants and Masterminds so I'm particularly hyped to bring it to as many players as I can this year along with the fourth edition when it hits the shelves. I've clocked more hours of D&D 5E than any other system, and have bent that thing into so many genres it makes my head spin to think on it. Mostly I do custom worlds and settings that fit the vibes my players are after. I've done scifi-fantasy cross overs, cowboys and dinosaurs, modern era super heroes, high fantasy global politics, holiday specials, everyone is a dog... Suffice it to say I like variety and I like to keep it light. Not trying to win an oscar for my NPC performances over here. Game mastering to me is about having fun with real people, expressing ones creativity, and making friendships that last.

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Character creation

Creating your character

During session zero, and over Discord chat afterwards, we'll work out the concept for your character. Once we're settled I'll build you a character from ground up to order if you want. If you're up for the heavy lifting of character building in M&M, by all means go for it! I can help with that as well so you don't get stuck or overwhelmed. I like to double check everyone's characters to make sure they'll be fun to play long term. I like to start at power level 8. It's strong enough to get wild with powers and is a nice foundation to grow from.

What to expect

Preparing for the session

We'll use Roll20 free edition to start, so having an account there is a must. I have a Discord server I'd love to get everyone into for in game chat and between game planning. If we can't get everyone into Discord we'll have to do audio through Roll20 itself, which can be a bit crunchy. I am not a stickler for digital dice rolling, so if you like real dice feel free to get those out. I recommend printing your sheets on paper if you have the ink. M&M sheets don't change that much over time, so a note pad and pencil are more than enough to keep your in game action up to date from game to game

What Don brings to the table

Mutants and Masterminds has rule of cool built right into the system, so combats get pretty wild and showy. I lean into that a lot with loads of action description and color commentary. I'll have maps and settings prepared, all the usual VTT stuff, and if you get me some character pics in advance, some tokens to match. I'll make your sheets to order, of course, and provide some handy cheat sheets for basic M&M actions and heroic feats, conditions and skills for your reference. I do not have a particularly strong ear for music, so at most I'll provide some YouTube links to "hour long heroic fantasy" and "2 hour fantasy combat (no vocals)". I tend to get very distracted when trying to manage music playlists in game, but if any player has the knack for it I gladly pass that task to them.

Homebrew rules

I do power point spending at milestones, level up style. Makes book keeping easier and everyone gets to geek out at once. I stretch the hero point and luck refreshes over two to four sessions, a small story arc's worth. Helps make downtime hero points last, and we can cliffhanger mid encounter without resetting. I like to let summoned creatures act immediately in initiative order right after their summoner's turn, rather on the following round, since encounters can be quite short sometimes. I also like to give everything the move by action advantage for free. Move by action is essentially the movement rules from D&D 5E, and after playing that way it's hard to imagine going back.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Don creates a safe table

During session zero I'll give you all my lines and veils, and if you have some of your own you can either tell the group or sling them to me in a private message if you need to keep things on the down low. During the game if things are getting to intense for some reason, you can call a red card out loud and we'll dial it down, or you can send me a DM that just says red card and I'll steer things away from that topic without outing you to the group. You could also do yellow card and I'll wrap up the scene slower and keep things from getting any more intense than they are. In both cases I'll make a note of the topic carded and check in after the game to make sure I've got the subject right so we can steer around it in the future.

Content warnings

Safety tools used

Frequently asked questions