Re: Campaign Guidelines/Setting for review/my players
Characters
I need to review all characters before they enter gameplay. Running a general idea by me early on is a good idea. I will either need you to email me the character (fireg0lem@aol.com), or have you show up a bit early so I can look over it.
Keep the background and setting of the campaign world in mind. When making characters, feel free to add to the background of the campaign world. However, don't take away from it. For example, if I haven't already supplied information about the history of Norwegian superheroes, and you want to make something up for a character you're playing from Norway, check with me and then do it.
Characters should not be killers - lethal power sets, lack of at least "Reluctant to Kill," or disadvantages such as an easily triggered Berserk are not permitted for superheroes. Also, no clowns or Mystery Men candidates. PCs may be funny or amusing, but not silly.
Characters should be heroes. They don't have to be law-abiding do-gooders, but they should generally be good people with good motivations. Moreover, characters who are loners, who would be annoying/frustrating to interact with or run for, who are insane, etc. are not permitted. "Flawed heroes" are ok, as are misguided but basically good people (however, there is already a PC in the latter category). A good rule of thumb is that if your character would not be able to team up with Batman and Superman for a good cause, you should rethink them.
"Plot-killers," that is, PCs whose design makes it impossible to run, or guarantees that they will always be the center of attention for any investigation, are not permitted. A telepath is fine. A precognitive who gains unclear visions of the future is fine. A precognitive who can see any point in the future on command, perfectly, is not. If you’re not sure, ask me. If you have a cool idea that you think might be disruptive, talk to me and see if we can work things out. On a similar note, some things work well in fiction, but are difficult or impossible to use well in an RPG - time travel, for example. Things like these need to be handled carefully, and should be planned out beforehand.
Background Information
Required information: Code name, real name, height (in meters and feet), weight (in kilograms and pounds), hair and eye color, nationality, place and date of birth. Feel free to include more "vital stats" if you want, like blood type.
Background information that explains who the character is, why they act the way they do, how they got their superpowers (of course, "I was born this way" is perfectly valid, but requires an explanation of what growing up with powers was like), and so on. The more information the better.
An explanation of the characters personality. I don't need a psychoanalysis, but how they act, what motivates them, their outlook on life, etc. The more, the better.
A description of what the character looks like, in and out of costume (if applicable).
A description of what the characters powers and abilities are, and how they work. Of course, it's not required that there be entirely realistic reasoning behind them, but psuedoscience is appreciated, where applicable. Characters whose powers follow a theme, rather than an archetype, are preferred.
Any other information you want to include (info about individuals and groups in the background, quotes, pictures, etc).
Character Generation
There are no hard and fast limits on anything - I will be conducting all character reviews on a case by case basis. There are, however, guidelines. At this point, there are no houserules.
Cheese is for pizzas, not PCs. I don't expect to have to say anything more about this.
Guidelines:
DC: 10 to 13
AP: 90 is the standard upper limit
Defenses: 20-35 (any amount can be resistent) for PD/ED, 0-15 for MD/PowD/FlashD
Maximum CV: (Base OCV+Base DCV+All Levels+Best MA manuever): 18-26
change: Skills: 11- to 17-. 11- is competent, 13- is good, 15- is great, 17- means you are one of the best in the world.
I will be evaluating the whole PC, not just these numbers, and will be taking into account things like Find Weakness, all-around defenses, flexibility, Desolidification, etc.
Characteristics: Even without superpowers that would normally affect characteristics, superpowered individuals who have chosen to live as heroes or villains frequently have very high statistics. For instance, a superhero with ice powers might well have a 20 in Dexterity and Comeliness, despite being neither a supermodel nor an Olympic athlete. However, characters who are entirely normal physically should stick with NCM, and those who are not, but whose powers wouldn’t normally be expected to grant unusually high characteristics (a character who is made of living flame, for example) should keep close.
Skills: Characters should have varying amounts of skills, based on their background. Less than 10 points is probably too low, more than 50 or so is probably too many (but maybe not). If your character has a small skill-set, though, you'll be expected to improve it during gameplay with experience. Useful noncombat powers would also be a good idea if your character has few useful skills. Also, keep in mind that someone who has been a superhero for a while is likely to have skills like Deduction, KS: Known Supervillains, etc.
EXP: Expenditure of experience requires GM permission; I don’t want everything to go nuts after everyone earns a few XP. That said, common sense should suffice here.
Last edited by Fireg0lem; Jul 28th, '04 at 04:09 PM.
9:22, Personal note: When I was a little kid my mother told me not to stare into the sun, so once when I was six, I did. At first the brightness was overwhelming, but I had seen that before. I kept looking, forcing myself not to blink, and then the brightness began to dissolve. My pupils shrunk to pinholes and everything came into focus and for a moment I understood. - Max Cohen - Pi
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