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Above and Beyond
An M&M Superlink Supplement
for High-Powered Superheroics
Requires the Mutants & Masterminds RPG by Green Ronin Publishing for use.
Writing and layout
by Colin Fredericks
Editing
by Lucas Mansell
Cover Art
by Trever Harwell. The picture of Earth appears courtesy of NASA.
Interior Art
by Benjamin D. Richards
Created on a dual-processor Power Macintosh G4 running MacOS 10.2, using Adobe InDesign for layout and
Adobe Photoshop for backgrounds and composition. This document uses the fonts Times Roman and Papyrus.
This book is copyright © 2003 Valent Games. Above and Beyond is a trademark and product identity of Valent
Games. All rights are reserved. More information about Valent Games can be found at http://www.valentgames.com.
OGL content designation, and the Open Gaming License itself, can be found at the end of this book. Mutants &
Masterminds, M&M Superlink, and the M&M Superlink logo are Trademarks of Green Ronin Publishing and
are used with permission. Hero Points and Villain Points are Product Identity of Green Ronin Publishing and are
used with permission.
Above and Beyond
Introduction
What’s in Here?
Chapter One is about the lives of exceptionally
powerful supers. Who are they? What do they do?
Perhaps more important, what
donʼt
they do? How
do they react to ordinary people, and vice versa?
Can they afford to wait for someone to make the irst
move, or do they have to start being more “proac-
tive”? Can they retain their basic sense of humanity?
Should they even try?
Anyone with courage and initiative has it in
themselves to save their hometown. Superheroes
have the power to save a city, a state, and maybe even
their country. Some few superheroes can even ind
it in themselves to save the whole world. It is rare
indeed, however, to ind someone who can save the
entire universe.
Above and Beyond is role-playing game supple-
ment dealing with high-powered, superheroic games.
Epic, world-shaking powers, missions of cosmic im-
portance, saving not just the world but the universe,
and what it means to be more than human — all of
these and more are inside.
Chapter Two is about the same issues from a
“metagame” point of view. Where could powers like
this come from? How high a level is too high? How
can the GM allow powers like Mind Control and
Time Travel without their breaking the game? What
kinds of hooks into characters this strong does the
GM have?
Using this Book
Chapter Three describes the “control knobs” of
the universe. How deadly will the game be? How
realistic? Will it be centered near the Earth, or will it
wander across galaxies and dimensions?
Players and GMs alike will ind useful resources
here, for creating cosmic heroes and nihilistic vil-
lains, or just for creating someone with unwanted and
unbelievable power thrust on them.
Chapter Four is the “crunchy bits” chapter, with a
selection of powers that are appropriate to high-pow-
ered games, a few new feats, and some suggestions
for making interesting custom powers.
Most of what youʼll ind in this book are essays
and discussions about running high-powered games
of epic scope. These can be used with any super-
hero role-playing game (and probably with some that
arenʼt speciically meant for superheroes), though the
systems and rules described in this book are designed
speciically for use with M&M Superlink™. The au-
thors of this book consider the rules found in M&M
to be some of the best superhero RPG rules published
to date. If you prefer a different system, you will have
to do a little bit of work converting our character and
power statistics to your favorite game.
Chapter Five has a roster of high-powered heroes,
the Oversight Watch, and villains who could actually
challenge them without destroying Earth along the
way.
Chapter Six has interesting locations for a high-
powered game, from an orbital headquarters to a
dimension of dread.
If youʼre already familiar with the rules in M&M,
you wonʼt need anything extra to take advantage of
the material in this book. A pencil, some paper, and a
d20 are still all you need to play.
What Is Valent Games?
Valent Games is a small, independent
game company run by Colin Fredericks. Our
website is http://www.valentgames.com, and
our other products include the science iction
RPG “Valence 592”, and an RPG aptly named
“Console,” which parodies console games,
Page 3
Above and Beyond
References and
Inspiration
lent example of how to deal with massively powerful,
somewhat inhuman characters while still tying them
to Earth and ordinary human beings.
Ininity Watch
, from Marvel Comics, came out of
the aftermath of a major Marvel crossover, the
Ininity
Gauntlet
story. While Ininity Watch is no longer in
print, Ininity Gauntlet can be found in collected
form. Everyone whoʼs anyone on the cosmic scale of
the Marvel Universe can be found here.
Most superhero comics deal with more down-
to-earth levels of power. Most heroes deal more
with their own city or country than threats to the
whole universe. However, there have been a few
comics published in which the characters operated
on a higher level. These comics served to inspire this
book, and hopefully they can lend a bit of inspiration
to your game as well.
The First
, from Crossgen Comics, is part godly
drama, part soap opera. It has little to lend to the “hu-
mans who become gods” standard view of things, but
much to contribute to a game in which the characters
are gods to begin with. It is still in print at the time of
this writing.
Jack Kirbyʼs
New Gods
, published by DC
Comics, was probably the irst of this genre of com-
ics. The stories of New Genesis and Apokolips took
place far from Earth, and the threats they faced were
anything but trivial. Some of the New Gods stories
can be found in collected form.
JMSʼ
Rising Stars
, from Top Cow Comics, is
another one that doesnʼt deal with massive power
levels, but is very good if your characters want to
change the world.
Squadron Supreme,
a 12-issue series from Marvel
Comics in 1985 and 86, is an interesting look at what
people might do if they had, not only the ability to
change the world, but the drive to do it. Worth reading
because at least one of your players will think about
playing a hyperintelligent biologist with the potential
to cure cancer. It can be found in collected edition.
The Authority
, from Wildstorm Comics, is the
most visible of the recent über-powerful teams. Its
short-lived spin-off,
The Monarchy
, was focused on
even higher power levels. The irst Authority series
can be found in collected form, and the second one is
still in print at the time of this writing.
Crisis on Ininite Earths
and the nine-years-
later follow-up
Zero Hour
, both miniseries from
DC Comics, exemplify the problems that ordinary
superheroes have in dealing with the truly cosmic...
and also show how very effective they can be when it
comes to crunch time. Both can be found in collected
form. Theyʼre also good examples of why you should
keep your cosmology simple — both stories were
told for the express purpose of cleaning up the DC
universe.
Several more mainstream comics, such as DCʼs
Superman
and
Justice League
, Marvelʼs
Thor
,
Captain Marvel
, and
Silver Surfer,
and Crossgenʼs
Negation, Lawbringer,
and
Mark of Charon
have had
to deal with threats beyond the average supervillain
from time to time, and have had to wonder how far
removed from humanity they really are. Most of them
donʼt deal with such threats on a daily basis, though.
In more “respectable” literature, the works of Neil
Gaiman (
Good Omens
and
American Gods
), Stephen
R. Donaldson (the
Chronicles of Thomas Covenant
),
Roger Zelazny (his
Amber
series), Isaac Asimov (
The
End of Eternity
) and Michael Moorcock (heck, pick
any of his books) , among others, all contain char-
acters with power — and often angst — far beyond
that of mortal men. Though most of these arenʼt very
“comicy”, they can be useful inspiration when creat-
ing a game that drifts a bit further from mainstream
comics than most.
The Spectre
, from DC Comics, is the living em-
bodiment of Godʼs wrath, linked to a human soul. It
doesnʼt get much bigger than that...
... unless youʼre one of the Endless, a character in
Sandman
. Neil Gaimanʼs Sandman was published by
Vertigo Comics. Perhaps one of the most acclaimed
storylines in all of comics, and winner of several
Eisner Awards. It is currently out of print, but can be
found in collected form in most bookstores. An excel-
Page 4
Above and Beyond
take an entity of even
more
unimaginable power to
bind them all together against their wills.
Chapter One
Some hero groups arenʼt really well-organized.
They just sort of fall together when things go bad.
Mister Amazing notices a problem, calls Chaos Girl,
who inds out that itʼs even worse than M.A. thought,
and suddenly the Universal Defenders are assembled
once again.
This chapter deals with the in-character motiva-
tions, personalities, and reactions of cosmic PCs.
The Legion of Power
Since role-playing is a group activity, characters
will need to have some suitable friends to help them
take over — uh, I mean save — the world.
Once the teamʼs all together and has a good
idea of what theyʼre going to do (which is a whole
separate discussion), theyʼll need to ind a suitable
headquarters. Several suggestions can be found in
Chapter Six.
All the players for a high-powered game should
talk to each other while creating characters. Not
only does this serve the usual purpose of preventing
excessive power overlap (“Hey, I made a bruiser!”
“Me too.” “Me three.” “Bummer.”), it provides the
opportunity to decide where the campaignʼs going. If
one character wants to change the world and another
only wants to preserve it, theyʼre inevitably going to
come to blows at some point.
Membership Drives
If your character isnʼt one of the founding mem-
bers of a cosmic super-team, they could join in any
number of ways:
Like most super-teams, cosmic teams need a rea-
son to be together. The standard justiication is that
each of them alone could save a world, but together
they can save the universe. This works well for teams
with interlocking powers and very little overlap (i.e.
thereʼs only one dude with super-strength, only one
with teleportation, etc.). Many comics super-teams
were formed for this exact reason, “to defend the
world from threats that no single hero could handle.”
Cosmic teams often have huge databases of
information gathered on less powerful heroes, and
pull recruits from those ranks when someoneʼs power
level becomes suficient. Who better to recruit than
someone whoʼs been watched for years, especially if
itʼs someone with a good record?
Teams with a more competitive attitude might
even hold tryouts, a sort of “Super Olympics”, with
the winners being allowed to join the team. The prob-
lem with this method is that power doesnʼt always
equate to morality, and the team might end up with
members who donʼt get along. In an ordinary super-
Companionship is a good answer too. Not many
people can really understand what itʼs like to ight
the Destiny Demon at the Nexus of Space and Time,
while simultaneously protecting their girlfriend who
doesnʼt know the heroʼs secret identity. Teams held
together by companionship should have at least one
scene in each gaming session when the characters just
plain hang out somewhere. It could be at a bar or in
the middle of the Dark Zone (or in the middle of a
ight with totally inferior foes), but the characters are
simply there to hang out, talk, and relax.
On A Higher Level
The characters in a game of this scope are
assumed to be at least 20th level (by M&M
standards), though a single team could easily
range from 15th to 30th if everyone has their
own little niche. Typically the combatants will
be a bit higher-level, while the detective or
scout types will be lower, simply because they
donʼt need the raw bludgeoning power.
Some few super-groups are forced together by an
outside entity, through mind control, threats, or black-
mail. This is
very
rare for cosmic groups, as it would
Page 5
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