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Teen Champions Academy


TheQuestionMan

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Everyman Graduate Skills:

AK: United States, 8-
Computer Programming, 8-
Electronics, 8-
CuK: United States, 8-
KS: United States, 8-
KS: US History (Recent Events?), 8-
KS: US Politics, 8-
KS: US Law, 8-
Mechanics, 8-
SS: Biology, 8-
SS: Chemistry, 8-
SS: Earth Sciences, 8-
SS: Mathematics, 8-
SS: Physics, 8-
SS: Technology, 8- (Computers)

Just the Basics, but I assume most GM's hand wave these. Out of curiosity. What do you think?

QM

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I'd throw in an AK: [some place] to account for the students who are cyborgs from the year 3000, air pirates from an alternate dimension, martial artists from celestial cities, gorilla princes of lost underground realms, magic girls from the other side of time and space... You know, superhero everyman knowledge skills. 

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In my game those would be covered under two KS:  Common Knowledge (recommended on a INT roll) & KS: Superhuman World

 

Note that I do not use everyman skills (Instead I boost the starting points by 25 and give a highly recommended package deal for them to take)

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  • 3 months later...

Common Superhero Skills: 

 

  1. KS: Current Events, 8- 
  2. KS: Criminal Law & Procedures, 8- 
  3. KS: Superheroes, 8- 
  4. KS: Supervillains, 8- 
  5. KS: Superpowers, 8- 
  6. KS: The Criminal Underworld, 8- 
  7. KS: The Law Enforcement World, 8-
  8. KS: The Superhuman World, 8- 
  1. Monitor Duty keeps you up to date on Local and World Events. 
  2. Understanding the Rules of Engagement and Consequences. 
  3. Who's Who of the Superhero World. 
  4. Who's Who of the Supervillain World. 
  5. Known Superpowers and Origins. 
  6. Who's Who in the Criminal Underworld and their Activities and Rackets. 
  7. Who's Who in the Law Enforcement World and their Protocols and Procedures. 
  8. Who's Who The Protocols and Procedures in the Superhuman World. 

What do you think? Am I over thinking this? 

 

QM

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Yeah probably a little.  You don't really need to codify things that you take for granted.  I've been guilty of requiring more rolls than should be necessary in games before for stuff that should just work.  Someone who wants to flip over a bar instead of climb over it doesn't need to make an acrobatics roll unless its going to directly impact combat, and maybe even not then.  For skills that you figure every teenager will have, just presume them in teenagers.

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Gotcha

 

Yeah probably a little.  You don't really need to codify things that you take for granted.  I've been guilty of requiring more rolls than should be necessary in games before for stuff that should just work.  Someone who wants to flip over a bar instead of climb over it doesn't need to make an acrobatics roll unless its going to directly impact combat, and maybe even not then.  For skills that you figure every teenager will have, just presume them in teenagers.

And Thanks

 

QM 

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