Showing posts with label CoCMH. Show all posts
Showing posts with label CoCMH. Show all posts

Thursday, September 06, 2007

Character Details

The following is a list of things to consider for characters in my Supers Role-Playing Game, but most of them apply to any character in any RPG, and, in a larger sense, to characters in fiction in general.

  • Where did you get your Powers?
  • What is your opinion of your own Powers?
  • What is your relation to the state? (Criminal, Government Tool, etc.)
  • What is your relationship to the "Super Community" and the "Normals Community"?
  • What are your plans and goals?
  • Do you have a Super-Identity? ("The Weasel", "Ape-Man, etc.")
  • Do you have a Costume or a distinct Appearance?
PS.
Realistically, you should have some life skills that aren't skills relating to being a super or murdering people. Most jobs have some sort of skill involved; if you don't have any talents at all, you should have an appropriate history: convict laborer, slave, person locked in a trunk, Security Monitor, that sort of thing.

Monday, August 27, 2007

The History of Supers

This is another post about my setting about supers.

Historians go back and forth calling various historical figures supers. Napoleon, Alexander the Great, Buddha, etc., are all tossed around as potential historical supers. The first supers for certain were born around 1900, and came into light when they reached their mid-teens around WWI.

In both World Wars, supers fought and died, but their actions largely canceled each other out. Each side of the war had roughly proportional super forces. Since a tank shell could take out most every historical super, they weren't able to run rampant on the theaters of war.

During the Cold War, supers had a more important part to play, since a man with nearly undetectable abilities has great value in a war of shadows.

With the fall of the USSR, the super world had a general feeling of relaxing. CoCMH regained some symbolic power, and El Campeador led a movement to make supers known to the public, less intrusive, and more scrupulously ethical. This attitude earned the super community some criticism after 9/11, although accusing a super of "letting" 9/11 happen is a good way to get punched in the mouth. Or disintegrated.

Now, our world is in an eternal war between abstract concepts. There is a new wave of secrecy and paranoia in the super community. It's thought that there are super-terrorists, but there is nothing known about them, if they exist.

Thursday, August 23, 2007

CoCMH

CoCMH is the organization of Supers in the Super game I may be running later. The rest of this post is a description of the organization.

CoCMH (The Council of Concerned Meta-Humans, rhymes with "Rock-muh") was founded in 1950 in an attempt to provide a "super" counterpart to the UN. Unfortunately, it turned out to be an embarrassment to the UN, since all CoCMH did was provide a forum for people to complain and no one was willing to give it the authority to actually enforce any of its declarations.

Since the fall of the USSR, there has been renewed interest in CoCMH, but almost exclusively as an American institution. It still has little power, but it has provided arbitration for some Super-disputes.

Although CoCMH has a complicated parliamentary procedure, it is largely ignored. Instead, the most powerful person generally controls the flow of debate and has a strong influence on votes. Fortunately, the current most powerful super, El Campeador, isn't interested in rules, and is a generally good, if naive, man.

A super can register with CoCMH at any time; he must swear an oath to uphold the laws of his nation and of CoCMH, and provide his personal information to the Council. This is a quick way for a super to declare his good intent and presence to the state. If a super is operating without registering through CoCMH or other means, he is assumed to be hostile by both the USA and the super community.