The Legion of Super-Heroes : 41st Century Edition (RPG)

The new DC Adventures Roleplaying game now has three of its announced four books released, and that has further cemented my desire to run a Legion game… set a thousand years after the one we know and love. If anyone on the board is interested in hearing about it or pitching ideas or being an information resource, here’s your chance!

I will be running it at my actual dining room table, though, so if you’re interested in playing, you’re probably out of luck unless you’re in North-Central WV or close by.

So the pitch, in a nutshell, is this : It’s a darker future, evoking some of the feel of the ‘Five Years Later’ Legion era. The United Planets endures, but has taken on the mildly oppressive trappings of a truly fatigued bureaucracy. In the 38th century, Sorcerer’s World was destroyed by a rogue metahuman that had been artificially created. That and the rest of his rampage led to a restrictive ban on most metahuman research, and a general distrust of those with extraordinary abilities.

The destruction of Sorcerer’s World had other effects as well - magic flooding back out into the universe, awakening some new dangers and restoring the connections between the Earth-realm and certain mystical dimensions. The most obvious fall-out from this for the people of Earth was the return of the sunken nation of Atlantis. It had been phased into a mystical plane over a millennium before, and the restoration of magic had called it back. Its return has caused a political tangle, as for the first time in over a thousand years, Earth no longer has a truly united government. Negotiations between Atlantis and Earthgov continue.

Earthgov and the United Planets have a number of concerns to address - rogue metahuman research; research into time travel that could destablize reality; an upswing in pirate activity; and the rise of new threats, both mystical and mundane. To that end, they employ genetically modified super-soldiers, with a thoroughly tested and approved metagene graft that gives them enhanced strength, endurance, and healing capability. (A Footnote : I had this idea a couple years back, and then started playing Warhammer 40K… and was struck at the similarities to my Legion idea. Totally unintentional!)

So it’s a dark time. Super-heroes haven’t really been seen in the traditional sense since the ‘Last Legion’ - a rag-tag assemblage of the galaxy’s greatest - defeated the rogue metahuman in the 38th century, ending his rampage.

To combat cynicism and injustice, the optimistic teenaged princess of Atlantis decides to invoke the legends of the Legion of Super-Heroes, and assemble a new incarnation.

More in a moment.

As far as continuity issues - AKA “Which Legion timeline is it anyway?” - I’m going to be deliberately vague with the players. Some of them are comic readers, and some aren’t, but one of them probably knows more about the Legion than I do, so it’s best not to pin things down too much.

I have resolved the following :

[ul]
[li]It’s not the Earth-Prime (Mark Waid) Legion.[/li][li]It’s continuity diverges from the main DCU timeline before Flashpoint, because seriously, screw that noise.[/li][li]Obviously, if it’s the original Legion timeline, its continuity diverges before the ‘Magic Wars’ arc at the end of the Levitz run.[/li][/ul]

I’m been looking into characters from the DCU that I may want to appear in the game … mostly time travelers, artificial life forms, and immortals of various means. Funnily enough, when searching for a list of DCU immortals, one of the first ten hits was a thread on this very board that I had participated in.

Have you read Mightygodking’s I Should Write the Legion series? Lotsa ideas there.

MGK and I used to roleplay together in an online forum - so yeah, I do try to keep up with what he does. :wink:

Also:

No Darkseid. Maybe maybe someone pretending to be Darkseid, but really. No.

(edit: simulpost!)

edit edit: Starro, though, Starro is good.

So how are you planning on handling the Legion membership itself? Seems to me that it isn’t the Legion if there aren’t at least 15-20 of them; are you planning on having each player run a stable of characters, or will there be (say) five PCs and maybe 10-15 NPCs? Or are you going to go for a small Legion instead, just Cosmic Boy and Saturn Girl and Lightning Lad in the early days?

Yeah, I don’t think I’ll go to the Darkseid well, doesn’t leave you much room to top yourself.

As far as the membership, I haven’t decided firmly. There will be one or two ‘NPC’ members at a minimum. I used the ‘character stable’ idea for my current Golden Age game, and it’s worked pretty well, so perhaps having everyone make two characters would work here as well. I’ve got seven people who want to play, so even allowing for some of them to be irregular in attendance, that’d give us a pretty full roster with two each.

We did some character concepts on Saturday for the four folks that were able to make it, using the ‘two characters per player’ guideline.

The leading concepts are :
A large, fuzzy alien that can only communicate through a young human girl that has a psychic bond to it; a mutant Tharrite (Tharrian?) with the ability to store and redirect heat energy, not just negate it; a young Dragon, freed to explore the earthly planes with the destruction of Sorcerer’s world; a spellcaster who focuses on the weather and natural elements; a more traditional spellcaster of the Xudarian race, tentative ‘Kid Fate’; the great-grandson of Scott Free and Big Barda, with energy powers a la Captain Atom - tentatively, Quantum Boy; a mutant Titanian with vast telekinetic power in addition to the race’s usual telepathy; and the last, whom I’m mentally dubbed ‘Armoury Lad’ - has an integrated tesseract storage space in which he can store a vast variety of useful things, including many weapons. I think he also has some tweaked physical capabilities like leaping, fast healing, etc. And he comes from Rimbor.

I really like the big fuzzy alien because it’s basically ‘Stanley and his Monster’ done as Legionnaires.

Can the alien communicate with other telepaths? I’d be inclined to say “no” if it were up to me. (And if this were a Champions campaign, throw in some free mental defense versus telepathy).

Also, is there time travel involved, or are there a bunch of "great"s missing in Quantum Boy’s description?

The alien has Immunity to Mind Reading at my suggestion, for just the reason you think. (It’s Mutants and Masterminds, 3rd Ed.)

Scott and Barda are from New Genesis, they basically live until you kill them. Now, I’m not saying there won’t be some time travel in the finalized backstory, but it’s not necessary.

Got a couple of pitches from one of my group who was absent that day - a Orandan with a knightly affect that’s secretly a thirteen year old kid with illusion powers; and a Naltorian who joins the team knowing he’s going to die - but records holographic messages of himself before doing so, so that he can continue to aid the Legion from beyond the grave…

I like.

I am a little sad that there are no Silver Age-style “eaten by a lightning monster” origins yet. Did the various Legion reboots also ditch those kinds of origins?

You know, I don’t know for certain - as far as I know, Ultra Boy was always swallowed by a space whale.

And we still have a couple of players who haven’t had a chance to pitch me anything, so hope springs eternal!

One of my players - the biggest Legion fan - started out with the idea of a gag character : Banquet Boy. A Cargggite/Bismollian.

I told him I was shooting more towards 5YL, and he came up with the Naltorian and the Orandan, but I like the idea of Banquet Boy so much, that I’ve decided that if the players really dig this game, I may do some one-offs in the same setting with their version of the Subs.

Here’s my draft timeline for the 30th-40th centuries that I just sent my group :

c. 3000 C.E. - The Legion of Super-Heroes is founded, defending the United Planets from threats both internal and external.

3098 C.E. - The Khundian Empire joins the United Planets, ending centuries of tension and conflict. The United Planets now encompasses more than half of the inhabited worlds of the Milky Way Galaxy.

3105 C.E. - The peaceful times (known to historians as the ‘Pax Galactica’) result in the disbanding of the original Legion of Super-Heroes, after more than a century of continued existence. It was believed that the exceptional individuals in the Legion could do more under current conditions by acting as leaders and agents to inspire change on their own homeworlds. Legion leader Wildfire oversees the final shut-down of the Legion’s Metropolis headquarters, alongside long-time colleagues Brainiac Five and Blok.

3190 C.E. - A spatial fold-gate of Coluan design is put into place, connecting the Milky Way and Andromeda galaxies, allowing conventional warp travel between the two in a more reasonable time-frame. The design would later be used to connect several nearby galaxies to the Milky Way.

3279 C.E. - An experiment gone awry at the Vidar Institute for Temporal Research cracks the time continuum. The Science Police are swamped as creatures from past and future eras bleed through into the present throughout the United Planets, though the focus of the activity is the area around the Institute itself, in Metropolis. Gyrel Dox, a female Coluan known as Brainiac Seven, hastily assembles a new incarnation of the Legion of Super-Heroes to deal with the disaster (the ‘Timequake of 3279’). The new Legion contains the chaos that erupts in the present, while Gyrel researches methods to repair the damage more permanently.

3280 C.E. - A moratorium is placed on temporal research by the United Planets Council, excepting only Gyrel’s work.

3289 C.E. - Gyrel and her Legion successfully repair the continuum, traveling to the terminus of each ‘time fissure’ and applying her techniques to heal the breach from the outside, in. One of the teams does not return after completing their mission, and a rescue attempt is deemed too risky - further time travel could re-open the fissures. Saddened by the loss, Gyrel disbands her Legion.

3290 C.E. - The moratorium on temporal research is lifted, but replaced with a number of restrictions. Time travel is explicitly forbidden and all experiments must be pre-approved by a council of United Planets scientists, for safety. The Time Beacon in Metropolis that once served to guide time travelers home is deactivated as a consequence of the decision.

3300 C.E. - As the galaxy heals from the effects of the Timequake, there is a growing discontent in the populace - a mistrust of scientific experimentation grows, justified in their minds by the disaster. Further, with no source of significant opposition to the United Planets, there is less impetus for research and development. As a result, the progress of technological knowledge begins to slow and stagnate.

3368 C.E. - The Sentience Accords are ratified by the United Planets, providing a formal framework for the recognition of non-biological sentience. Distinctions are made between Artificial Intelligences that simulate the appearance of true self-awareness, and Artificial Sapients, capable of directed self-modification and learning. The latter are accorded full citizenship rights in the United Planets.

3472 C.E. - The galaxy dubbed ‘MW-962’ is due to pass comparatively close to the Milky Way Galaxy. Exploration teams are sent, but astronomers observing the galaxy are alarmed when it appears to change directions, contrary to its mathematically predicted path, heading on a collision course with the Milky Way. This is the beginning of the ‘Rogue Galaxy Crisis’.

3473 C.E. - The Rogue Galaxy’s outlying dwarf galaxies begin to make contact with those of the Milky Way, and it is discovered that the Rogue Galaxy is inhabited by a previously unknown polymorphic species (the Zyrga) that combines mammalian, reptilian, and insectoid traits. Controlled by a powerful hive mind, they had all but wiped out the more advanced species of their galaxy, and now the Hive Mind’s vast psychic powers (fueled by the countless trillions of members) enabled it to direct the path of the Rogue Galaxy. The United Planets quickly mobilizes its forces, but the initial engagements are not promising - almost all end in defeat. At the front of the war, however, a new team coalesces - a new incarnation of the Legion of Super-Heroes. The Rogue Galaxy stops its advance, leaving it in a close, binary orbit with the Milky Way galaxy.

3474 C.E. - Due to the new Legion’s successes combating the Zyrgan forces, the United Planets gives them belated official recognition. The Legion and the U.P. Fleet are able to hold the line against the invaders, but resistance is too fierce to push them back.

3475 C.E. - The United Planets deploys new forces to the front - soldiers with genetic modifications including enhanced artificial metagenes, giving them greater endurance, strength, and durability. These ‘Hyper-Soldiers’ provide much-needed reinforcements, allowing the Legionnaires the freedom to work as a more agile intervention team, actively interfering with the Zyrgan hive-mind’s tactics and dealing with more conventional minor crises that could disrupt the war effort.

3477 C.E. - An elite unit of Hyper-Soldiers in a specially modified assault ship penetrate to the core of the Rogue Galaxy, detonating a Quantum Bomb that eradicates nearly all remaining intelligent life in that galaxy. More than 95% of the Zyrgans are instantly slain, crippling the hive mind irrevocably. Despite the success, the Legionnaires criticize the use of such excessive force, believing another way might have been found - and citing the deaths of those few civilizations in MW-962 that had not fallen to the Zyrgans. Public opinion, on the other hand, largely sides with the U.P. Command’s decision to order the strike, deeming the resultant losses as acceptable since it brought about the quick end of the war.

3478 C.E. - The Legion continues its existence beyond the war, cleaning up isolated pockets of Zyrgan predators that threaten innocent lives. They also work against space pirates and more conventional disasters, since the war has strained the United Planets’ resources and limited the government’s ability to help. Exploration of the mostly-dead Rogue Galaxy begins, as it continues to orbit the Milky Way.

3523 C.E. - The last original member of the third Legion of Super-Heroes resigns, and the team soon disbands once more - the subsequent recruits had no unity of vision for the team, and each has their own idea of how the Legion might be most useful.

3530 C.E. - Without the Legion, the people of the galaxy have few inspirational figures to lift their spirits in the still-devastated regions of the galaxy. With the falling morale, unrest increases and several worlds threaten to leave the United Planets if their needs are not addressed. The U.P. does its best to step up production of essential foodstuffs and equipment, shipping them out to the war-torn worlds with units of Hyper-Soldiers to guard them. The Hypersols, as they come to be known, are viewed as heroes of the Rogue Galaxy Crisis, and their presence serves to boost morale (as well as to quell dissent through implicit intimidation).

3612 C.E. - One of the dead worlds of the Rogue Galaxy is claimed by a group of android pilgrims, who dub it ‘Robotica’ and seek to establish it as a kind of Mecca for all artificial sapients. Robotica is granted provisional status as a U.P. member world, and confirmed as a full member five years later.

3833 C.E. - Deep within the Lunar labs of the United Planets’ Research Corps, an experimental artificial metahuman (Project Nexus) awakens. Possessed of vast power, it easily breaks free of the laboratory and flies out into space. This being, dubbed the ‘Ultimate Man’ by the press, passes near or through a number of United Planets worlds, causing chaos on each. More than half the population of Naltor loses consciousness as they are struck by a mass vision of horror; some never recover, and some awaken to find their prophetic powers gone. The cause of their vision is soon apparent - The Ultimate Man is on a direct course for Zerox, AKA Sorcerer’s World. Some evacuation is achieved, but the being moves far too swiftly and many of the students and teachers perish when their planet is shattered into dust. Magic emprisoned beneath its surface floods back into the universe.

With the destruction of Zerox, the Ultimate Man’s path becomes less directed and his speed less urgent - but it’s predicted that his path will take him towards Weber’s World, the artificial planetoid that serves as the center of the United Planets government. A group, led by J’onn J’onnz, the last Martian, is hastily assembled - a possibly final incarnation of the Legion of Super-Heroes to end the threat of the Ultimate Man. No visual record survives of the confrontation, but the Ultimate Man exploded as a result of the battle, creating a nebula of exotic matter and energy, less than ten light-years from Weber’s World. None of J’onn’s group is known to have survived, and they were all honored with statues on Shanghalla.

3834 C.E. - The United Planets’ troubles were far from over, unfortunately. The release of the potent magical energies stored in Sorcerer’s World awakened many new dangers that the U.P. was spectacularly ill-equipped to address. Complicating the matter as the return of the lost civilization of Atlantis from other-dimensional exile - the vast floating city in the Atlantic claimed dominion over Earth’s oceans, which meant that the planet no longer had a unified government. This called into question its eligibility for membership in the United Planets.

4001 C.E. - Today. Earthgov and Atlantis are still separate organizations, but the Earth remains a U.P. member, on provisional status. The two governments are trying to find a mutually agreeable arrangement - Atlantis wants access to Earthgov’s starports, and Earthgov would love to be able to lay claim to Atlantis’s magical knowledge and material wealth. For now, relations are friendly and a compromise that allows cooperation and coexistence has been achieved, but it is uncertain how long the status quo will be maintained.

The United Planets is still exploring the frontiers of the Milky Way, Andromeda, Rogue, and other galaxies, and dealing with new species, as well as members of known species who have decided to operate outside the law. They look to worlds like Orando and Naltor to provide guidance on magical matters, as well as the surviving teachers and students evacuated from Sorcerer’s World. The Hypersols maintain order where possible, and hold the U.P. frontier against external threats. Time travel is still outlawed, and the penalties for rogue experimentation in that area can be harsh indeed.

In addition to the more conventional threat of space pirates, and hostile species, there are a few interstellar warlords that have sprung up - combative groups united not by a single ruling species, but by a single ruling man or woman of great insight and charisma - and so, much more focused of purpose. Rumors say that one such warlord may even be a human, from Earth. On top of that, the Zyrgans remain a threat - scattered pockets of them survived the Quantum Bomb, and the United Planets military must remain vigilant to make sure they cannot amass a sufficient population to re-create their galactic hivemind.

As an aside, I put together a picture of Hydro Lass using the Fabrica de Herois site, and it turned out pretty well. I’ll have to post it somewhere.

First session happened this past weekend - it went very well. I’m pleased with the characters and the teamwork.

I’ve encouraged the players to think about their characters’ hobbies and personal lives, and even to the point of passing notes at the table (or via email after) so that some of the Legion-style soap opera drama might be engendered.

So it’s been a while since I updated this thread, and I know all … one of you are waiting with bated breath. I have now run five sessions of the game, and it’s still going swimmingly. There was even a bonafide super-villain origin moment in Issue #4 - the players spotted it, and I had to confirm that they’d be seeing the guy again…

I’ve got my plans for the Fatal Five worked out, too - Scrambler (Mano), the Perfect (Persuader), Emerald Envoy (The Emerald Empress), Huat (Validus), and a special surprise successor for Tharok to be named later, as the team’s leader and strategist.

The soap opera / drama aspects continue to entertain. Dragon is a violent, combat-capable monster with the personality of a three year old - sulking after she nearly got herself killed in a gang-fight on Rimbor. Quantum Boy is adorably awkward around the Princess, on whom he has a crush. Titan Boy’s inferiority complex manifesting through his confrontational arrogance. Kid Chameleon’s wariness and worry about the exposure of his dark secret. Rad Girl’s bohemian artist background allowing her to shock the mores of the group as a whole.

I’m loving every minute of it.

I vote zombie/AI Vril Dox.

You know, that’s not bad. I may have another villain from the Brainiac line, though, by popular demand… I was telling one of my players that my personal canon for the game has Brainiac Five fathering a son with his wife… Kara Zor-El. A son that proved unstable and ultimately killed them. And my friend was immediately on to the possibility of a half-Coluan, half-Kryptonian villain…

… but for the Five, I have a specific existing comic character in mind. One that I will introduce in the team’s first or second big crossover episode. He’s not a Coluan, but he’s as smart as one.

Really, the scariest thing in the Legion universe is the thought of Brainiac 5 gone bad; just look at what he manages to do when his intentions are good but he’s a bit careless with his safety precautions.