BedzoneII says:
That was an awesome set up and backstory for your character. One thing I heartily agree with you on regarding an advantage of simulationist games is that it's the specifics of the details (whether WoD or SR, etc) that inspire the character creation. I feel you might not have made up Murder Mountain had it been a system that didn't allocate points to 'Resources' aka lair or hideout and further specified how much is 3 or 4 dots of something worth.
Given a choice, what would be your current preference for systems for supers? More old-school DC Heroes, Marvel FASERIP, M&M, or agnostic ones like Fate or Cypher, or something more rules-lite?
I'm glad you appreciated Murder Mountain almost becoming a character of it's own. Sometimes these ideas just take on a life of their own and practically write themselves! You're right that Murder Mountain never would've come up of someone hadn't mentioned us needing a hideout and there being a 'rules scaffold' in place to better define what was allowed at what level of resource investment. In narrative based games I usually feel like I'm overstepping what's allowed because of the vaguely or undefined parameters of what's allowed or what the GM/Storyteller is comfortable with. Some people thrive in those types of play but I'm generally not one of them.
As far as my choice for Supers RPGs, I've played a fair few:
DC Heroes/Blood of Heroes is a fantastic system that scales well from low powered to cosmic levels well but lends itself to a very Silver Age, Four Color style of play. I played a long campaign in the system and it models most anything you'd need fairly well. Big characters and big plots is what it handles. Justice League, Avengers and main title X-Men live here but so does Batman, Wolverine and Watchmen.
GURPS Supers is great at handling lower to mid level superhumans fairly well with a good grasp of being able to make nuanced characters who
also happen to have superpowers. George R.R. Martin's WildCards series is the hallmark setting for GURPS Supers but Daredevil, OG Teen Titans, OG New Mutants, Defenders, Punisher and Spiderman work well in this system.
Mutants & Masterminds I've played a few times and enjoyed the setting and system but it's an elegant way of putting a square peg in a round hole. It's one of the systems to take advantage of the Open d20 license with a clever and thorough treatment of the supers genre. It just doesn't have the same feel as a 'bespoke' system.
Champions... I'm a die-hard simulationist but no. Even I don't like the level of excruciating minutiae that Champions brings to the fold. I remember subbing in for a missing player at a convention one time, picked up a pre-gen character (a cowboy of all things...) and proceeded to de-rail the whole game because the GM (who made every one of the pregens) didn't realize that one of the powers he gave the Cowboy I was playing the ability to target invisible opponents by smell alone. The whole adventure folded in 30 minutes because of overlooked minutiae. (see also: Villains and Vigilantes.)
Marvel's FASERIP is another system I never got into although it was pretty popular. There wasn't a quality or depth to it from what I could tell. I bought a bunch of the supplements and learned to play it mainly so I could use the sourcebooks to generate equivalent stats for the DC Heroes game I was in at the time that blended Marvel & DC together. The random character creation tables really put me off. They made it incredibly difficult to generate a character that A) made sense, B) had any way to maintain a consistent power level between party members & C) didn't just careen wildly off the cliff with a single randomized roll.
Aberrant is a glorious mess. We've had discussions on this system... It's a madhouse of ideas and concepts jammed together in a crazy-quilt of a system. Ostensibly it's the World of Darkness system with a bunch of contradictory super powered advantages Frankenstein-ed onto it. The setting is a Masterpiece, the system is a Mess. With enough time, attention to detail, and care the system could be rectified into a really balanced and playable companion to the the awesome setting it was meant to run.
Fate, Cypher, PbtA Masks and other games like them I've just not had a chance to play. They're more narrative systems from what little I know about them and I tend to stay on the simulationist side of games. With simulationist games I cand find common footing with everyone as far as expectations go; with narrative based games I feel like I'm dangling over a void, not knowing which way ti too much or too little. Is
Aneurism Man viable, excessively powerful or woefully underpowered? Hard to tell for me without a framework to go on...
Bowl talks up Smallville but I've had zero interaction with that system either.