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About This File

New World Order Academy

 

Up until 2012-10-22 the game world had no more real proof or experience with "real" supernatural or super powers than our own, Real World (possibly less depending on who you believe). The initial super powered (or supernatural) entities were from dimensional breaches into the game world, but after those breaches were (largely) closed in thwarted invasion 140 days later on 2014-3-11, it came to the attention of Homeland Defense that there seemed to be..."local contamination", that is to say, people native to the game world began to develop super powers as well. The phenomena is very rare, and seems to only happen in teenagers, typically younger teens, and these "native" powers are in general weaker and more erratic than the extra-dimensional ones, but after a few "incidents" it became the official mandate to identify and "contain" these people in a special place of their own.

 

6e

200 w 50 Complications

PC's are all "mutants" age 12-16; most girls 12-13 and boys 13-14

Starting characteristics of "8"; any characteristics over "12" must be bought as powers.

All equipment (foci) must be bought as powers

All Talents over 3 cp's must be bought as powers.

All Martial Arts after the first 3 cp's must be bought as powers.

All Skills after the first 3 cp's must be bought as powers.

All languages are INT-based Skills.

All perks over the first 3 cp's must be approved by the GM, and may be required to be bought as powers.

All powers are x2 cost unless they are 8- Activation Roll.

Max Offense AP 45 (after doubling)

Max Defense AP 60 (after doubling)

Max Martial Arts 45 (after doubling)

More light hearted than NWO: No psych lims stronger than "Strong"; no Berserks; Enraged only on 8-; etc.

Preferred Limitations: Activation, Increased END Cost, & Side Effects

Preferred Complications: Accidental Change

 

New World Order Academy Campaign Complications

0 1) Distinctive Features: Minor/juvenile (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

0 2) Distinctive Features: Mutant (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort)

0 3) Social Limitation: Minor/juvenile (Frequently; Minor)

0 4) Watched: Watched by school/authorities/parents 11- (Mo Pow; NCI; PC has a Public ID or is otherwise very easy to find; Watching)


What's New in Version HD6

Released

  • Added Campaign character design guidelines.
  • Updated description and template to reduce starting points.
  • Revised and updated Campaign Rules
  • Added a list framework on the Powers tab with the cost multiple set to *2 for powers without an 8- Activation Roll.



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