RPG Other Games Calendar Main Journal Super Team
Starting a Character
Characters begin with 225 points, 125 must be purchased as disadvantages.
Characters cannot be wanted by local law enforcement, they must also be willing and able to work with a team.
Once your character is complete, add 15 points in non-combat skills, perks, etc. The game will have some mystery elements so having contacts and detective skills might be good.
Submitting a history and a decent description of your hunteds & other limitations (doesn't hae to be a character sheet, just descriptions of powers) will get you 10 bonus xps, but do not design with those in mind. Start at 225, add 15 points in skills, then we'll talk about the 10 points.
Magic is real.
All powers, disadvantages, and character concepts are subject to GM approval.
House rules
Speed is (Dex + Ego)/10, which helps mentalists a little.
Recovery after being stunned is multiples of Recovery or 10 whichever is greater (so normally -1 to -10 allows recovery every phase. If a character has a REC of 14, his is -1 to -14. A REC of 3 still gets -1 to -10)
All players and most villains will be 'reluctant to kill' You can buy the disadvantage if you want.
Guidelines
Dex should be in the 15-35 range. OCV/DCV should be 5 to 12.
Speed should be in the 3-8 range.
Attacks should be 50-75 active points.
Defenses should be 15-30, resistant should be 5-10
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