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Dr Divago
May 31st, '04, 01:08 PM
Well 'im thining about a "setting" for supereroic gaming (a setting different from CU...), between bronze and iron age, with "Mutant Hysteria" and a bit of darkness (well, more than "a bit")
Largely inspired by X-Men and X-Men2 movies; mutant are oprressed, the society is a xenofobic society versus "superhuman" (mutant, mutates, and "altered", normal man transformed in superhuman by radiation accident/cybernetic/illegal experiments/etc) and even "exceptional" (between normal human and superhuman, ie:supergenius, sport champions, zen masters, etc)

so the question is... how many points for starting characthers?
i've thinked about:
150 base +100 disadvantage (or better 200+100?)
10-30 points on char
(1 or 2 over 20, all other between 10 and 20)
SPD 3-8
CV 6-12
Acrive Points Costs 40-75
Skills 8- - 14- with 25-40 points spents
DEF/rDEF 6/12

X off 30
X def 30

What do you think about?

Vorsch
May 31st, '04, 03:22 PM
as long as a cop with a gun is a threat to their life, they could easily be 350pts. X movies charcters powers could be real expensive, storm likely has no stat over 15 let alone 20 but her weather powers are pretty costly.

limit powers which mean they can effectivley live outside of society, flights one to watch.

zornwil
Jun 1st, '04, 03:05 AM
Dr. D, how do you want your characters to grow in terms of XP? I factor that into my starting point. If I want to watch them grow into full-fledged world-quakers, I'll start them lower. If I want them to just be there and get on with it, I"ll start higher.

Also, how powerful are they supposed to be, as Vorsch's question implies, compared to regular humans? I don't know if I agree with V. regarding the "as long as guns threaten them, they can be 350" but that depends more on the limits you put on defenses rather than the 350.

Anyway, if they're more or less like the X-Men, they're fairly powerful. I'd definitely say 350 myself if you're talking about the adult level X-Men, more or less depending a bit (even the movies seem a bit erratic, you could just as easily do 300 or 400 I think) but the younger ones definitely seem more like 200 or so. Of course as Vorsch points out Storm gets extremely powerful and is hard to model on 350 properly.

Vorsch
Jun 1st, '04, 04:52 AM
Storm can create 100s of mile high twisters which can take out mach 1 fighters and from what ive seen of natural disasters on TV could destroy cities in short order, you dont get that on 60AP. on the other hand shes a human woman with no resistant defences and can be taken out by a good punch.

120 240 Tornado ally, EB 8d6 aar x500 (8km), double KB, continuous, selective,PI,0 end, 0DCV, full phase , not underground

Just doodling, ( i abhor megascale )

I would say 350pts if you want them fully rounded experienced characters, 250 if there teen mutants. each gives different styles of play.

Dr Divago
Jun 1st, '04, 06:48 AM
Dr. D, how do you want your characters to grow in terms of XP? I factor that into my starting point. If I want to watch them grow into full-fledged world-quakers, I'll start them lower. If I want them to just be there and get on with it, I"ll start higher.
I don't think i can play even a single game session :(
maybe for one-shot (i hope sidekick will help :rolleyes: )

but is "pour parler"... :)

Anyway, if they're more or less like the X-Men, they're fairly powerful. I'd definitely say 350 myself if you're talking about the adult level X-Men, more or less depending a bit (even the movies seem a bit erratic, you could just as easily do 300 or 400 I think) but the younger ones definitely seem more like 200 or so. Of course as Vorsch points out Storm gets extremely powerful and is hard to model on 350 properly.
Well... some misunderstanding... (i'msorry... :()
the mood is like x-men movies (even 'cause i have never read x-men comics...) but charachters is not...

Vorsch
Jun 1st, '04, 08:52 PM
Well the X-men want to have some semblance of a normal life, but life looks very different if your ageless with full life support flight and 20/20 resistand defence and 60 str. The level of off vs def is not balanced, this i think affects the way they act and the way they pursue their goals. As mutants they tend to be one trick ponies and have to work as a team to suceed.

Im trying to view their personalaties as affected by their powers, they are basically normalish people, except for nightcrawler his unusual apperance is probabilly his defining quality rather than his powers ( this came across well in the film he has to shun the normal world at all times )

Brandi
Jun 2nd, '04, 12:00 AM
Im trying to view their personalaties as affected by their powers, they are basically normalish people, except for nightcrawler his unusual apperance is probabilly his defining quality rather than his powers ( this came across well in the film he has to shun the normal world at all times )

Actually Nightcrawler's defining quality is being one of the few mutants in the X-men universe who's not a big f**king whiner. :whistle:

As for his appearance, in the comics (and I suspect in the movie, though the artwork I saw for a Munich Circus poster may not have made it into the final cut) he generally had no problem with his looks and even had it as part of his act, but let's face it-- with looks *that* distinctive, if you've been accused of an assassination attempt on the President you're gonna be hiding!

Southern Cross
Jun 2nd, '04, 01:37 AM
True enough.