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Building Campaign Power Ranges


Christopher R Taylor

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Eh, what the heck. Here are some of the generic Archetypes (again, these would be modified to suit for a given campaign). Sorry for the silly formatting from copy/paste.

 

Normal Archetypes
                 
Average Normal   Notable Normal
Base Points: -24   Base Points: 0
Max Disadvantage Points: 25   Max Disadvantage Points: 25
Characteristics   Characteristics
Val Char Base Cost   Val Char Base Cost
8 STR 10 -2   10 STR 10 0
8 DEX 10 -6   10 DEX 10 0
8 CON 10 -4   10 CON 10 0
8 BODY 10 -4   10 BODY 10 0
8 INT 10 -2   10 INT 10 0
8 EGO 10 -4   10 EGO 10 0
8 PRE 10 -2   10 PRE 10 0
10 COM 10 0   10 COM 10 0
2 PD 2 0   2 PD 2 0
2 ED 2 0   2 ED 2 0
2 SPD 1.8 2   2 SPD 2 0
4 REC 4 0   4 REC 4 0
16 END 16 0   20 END 20 0
16 STUN 16 0   20 STUN 20 0
5 Running 6 -2   6 Running 6 0
  Characteristics Cost: -24     Characteristics Cost: 0
                 
Skilled Normal   Competent Normal
Base Points: 25   Base Points: 50
Max Disadvantage Points: 25   Max Disadvantage Points: 25
Characteristics   Characteristics
Val Char Base Cost   Val Char Base Cost
13 STR 10 3   13 STR 10 3
11 DEX 10 3   14 DEX 10 12
13 CON 10 6   13 CON 10 6
10 BODY 10 0   10 BODY 10 0
13 INT 10 3   13 INT 10 3
10 EGO 10 0   11 EGO 10 2
10 PRE 10 0   13 PRE 10 3
10 COM 10 0   10 COM 10 0
4 PD 3 1   5 PD 3 2
3 ED 3 0   4 ED 3 1
3 SPD 2.1 9   3 SPD 2.4 6
6 REC 6 0   6 REC 6 0
26 END 26 0   26 END 26 0
24 STUN 24 0   24 STUN 24 0
6 Running 6 0   7 Running 6 2
  Characteristics Cost: 25     Characteristics Cost: 40
                 
                 
                 
Hero Archetypes
                 
Average Hero   Strong Hero
Base Points: 100   Base Points: 100
Max Disadvantage Points: 50   Max Disadvantage Points: 50
Characteristics   Characteristics
Val Char Base Cost   Val Char Base Cost
18 STR 10 8   23 STR 10 16
17 DEX 10 21   14 DEX 10 12
18 CON 10 16   18 CON 10 16
12 BODY 10 4   15 BODY 10 10
18 INT 10 8   10 INT 10 0
11 EGO 10 2   13 EGO 10 6
13 PRE 10 3   10 PRE 10 0
10 COM 10 0   10 COM 10 0
8 PD 4 4   10 PD 5 7
8 ED 4 4   10 ED 4 8
4 SPD 2.7 13   3 SPD 2.4 6
8 REC 8 0   9 REC 9 0
36 END 36 0   36 END 36 0
30 STUN 30 0   36 STUN 36 0
7 Running 6 2   6 Running 6 0
  Characteristics Cost: 85     Characteristics Cost: 81
                 
Smart Hero   Dextrous Hero
Base Points: 100   Base Points: 100
Max Disadvantage Points: 50   Max Disadvantage Points: 50
Characteristics   Characteristics
Val Char Base Cost   Val Char Base Cost
13 STR 10 3   13 STR 10 3
14 DEX 10 12   21 DEX 10 36
13 CON 10 6   13 CON 10 6
11 BODY 10 2   10 BODY 10 0
23 INT 10 16   13 INT 10 3
13 EGO 10 6   10 EGO 10 0
13 PRE 10 3   13 PRE 10 3
10 COM 10 0   10 COM 10 0
6 PD 3 3   8 PD 3 5
6 ED 3 3   8 ED 3 5
3 SPD 2.4 6   5 SPD 3.1 29
6 REC 6 0   6 REC 6 0
26 END 26 0   26 END 26 0
25 STUN 25 0   24 STUN 24 0
6 Running 6 0   8 Running 6 4
  Characteristics Cost: 60     Characteristics Cost: 94
                 
                 
                 
Superhero Archetypes
                 
Average Superhero   Brick
Base Points: 175   Base Points: 175
Max Disadvantage Points: 75   Max Disadvantage Points: 75
Characteristics   Characteristics
Val Char Base Cost   Val Char Base Cost
23 STR 10 13   50 STR 10 40
20 DEX 10 30   17 DEX 10 21
23 CON 10 26   28 CON 10 36
12 BODY 10 4   13 BODY 10 6
18 INT 10 8   13 INT 10 3
11 EGO 10 2   11 EGO 10 2
18 PRE 10 8   23 PRE 10 13
10 COM 10 0   10 COM 10 0
10 PD 5 5   24 PD 10 14
10 ED 5 5   24 ED 6 18
5 SPD 3 20   4 SPD 2.7 13
10 REC 10 0   16 REC 16 0
46 END 46 0   56 END 56 0
36 STUN 36 0   52 STUN 52 0
8 Running 6 4   8 Running 6 4
  Characteristics Cost: 125     Characteristics Cost: 170
                 
Energy Projector   Martial Artist
Base Points: 175   Base Points: 175
Max Disadvantage Points: 75   Max Disadvantage Points: 75
Characteristics   Characteristics
Val Char Base Cost   Val Char Base Cost
13 STR 10 3   23 STR 10 13
20 DEX 10 30   26 DEX 10 48
23 CON 10 26   23 CON 10 26
10 BODY 10 0   11 BODY 10 2
18 INT 10 8   18 INT 10 8
11 EGO 10 2   11 EGO 10 2
18 PRE 10 8   18 PRE 10 8
10 COM 10 0   10 COM 10 0
8 PD 3 5   12 PD 5 7
12 ED 5 7   8 ED 5 3
5 SPD 3 20   6 SPD 3.6 24
10 REC 8 4   10 REC 10 0
50 END 46 2   46 END 46 0
29 STUN 29 0   35 STUN 35 0
6 Running 6 0   8 Running 6 4
  Characteristics Cost: 115     Characteristics Cost: 145

 

Templates for my Everyman skill lists:

Everyman Skills

         
Most people in a given setting will have a common set of skills. Everyman Skills are meant to reflect that. Each character begins with all of the Everyman Skills for their setting at the Familiarity level (8-), at no cost in Character Points. Example lists of Everyman Skills are given below.
         
Medieval Fantasy   Modern
Skill Roll   Skill Roll
Acting 8-   Acting 8-
Climbing 8-   Climbing 8-
Concealment 8-   Concealment 8-
Conversation 8-   Conversation 8-
Deduction 8-   Deduction 8-
Paramedic (Healing) 8-   Paramedic 8-
Persuasion 8-   Persuasion 8-
Shadowing 8-   Shadowing 8-
Stealth 8-   Stealth 8-
Transport Familiarity (Ox-Drawn Cart) 8-   Transport Familiarity (Automobiles) 8-
4 pts. With Local Language (no literacy) N/A   4 pts. With Local Language N/A
AK (Area Knowledge): Home Region 8-   AK (Area Knowledge): Home Region 8-
PS (Professional Skill): Own Profession 11-   PS (Professional Skill): Own Profession 11-
KS (Knowledge Skill): Own Profession 11-   KS (Knowledge Skill): Own Profession 11-
      KS (Knowledge Skill): Hobby 11-
         
Science Fiction   Post-Apocalyptic
Skill Roll   Skill Roll
Acting 8-   Acting 8-
Climbing 8-   Climbing 8-
Concealment 8-   Concealment 8-
Conversation 8-   Conversation 8-
Deduction 8-   Deduction 8-
Paramedic 8-   Paramedic 8-
Persuasion 8-   Persuasion 8-
Shadowing 8-   Shadowing 8-
Stealth 8-   Stealth 8-
Transport Familiarity (Personal Hovercraft) 8-   Transport Familiarity (Beast-Drawn Cart) -8
4 pts. With Local Language N/A   4 pts. With Local Language (no literacy) N/A
AK (Area Knowledge): Homeworld 8-   AK (Area Knowledge): Home Region 8-
PS (Professional Skill): Own Profession 11-   PS (Professional Skill): Own Profession 11-
KS (Knowledge Skill): Own Profession 11-   KS (Knowledge Skill): Own Profession 11-
KS (Knowledge Skill): Hobby 11-      
         

 

A sampling of Careers that might be offered for various types of campaigns:

Fantasy Careers I

         
Adventuring Wizard   Swashbuckler
Skills Cost   Skills Cost
FAM w/ Single Weapon Group 1   FAM w/Common Melee Weapons 2
Magic Skill 3   High Society 3
KS: Specific Styles of Magic 12- 3   Seduction 3
KS: History of Magic 11- 4   Acrobatics 3
KS: Specific Magical Knowledge 1   +1 w/Weapon Group 3
Disadvantages     KS: Swashbuckling Code 11- 2
Package Bonus -2   KS: Other famous Swashbucklers 8- 1
Reputation 8- -5   Choose two from the following list: 6
Package Cost 5   Navigation, Persuasion, Riding, Oratory,  
      Acting, Climbing, Breakfall, Trading  
      Disadvantages  
      Package Bonus -3
      Foolishly Showy -15
      Package Cost 5
         
Burglar   Traveling Priest
Skills Cost   Skills Cost
FAM w/Common Melee Weapons 2   FAM w/ Common Melee Weapons 2
Climbing 3   Oratory 3
Lockpicking 3   Persuasion 3
Security Systems 3   Conversation 3
Stealth 3   Additional Language (fluent with accent) 3
KS: Valuable Items, 11- 2   KS: Religious Dogma, 11- 2
KS: City Guard, 11- 2   KS: Religious Procedures, 11- 2
Contact: Fense, 11- 2   Perk: Priest 3
Choose one from the following list: 3   Choose two from the following list: 6
Breakfall, Bugging (Eavesdropping),     Acting, Riding, High Society, Streetwise,  
Contortionist, High Society, Lipreading,     Language (3 pts.), Paramedic, Trading  
Shadowing, Streetwise, Trading     Disadvantages  
Disadvantages     Package Bonus -3
Package Bonus -3   Promots the faith -20
Hunted by authorities (More powerful, NCI, -15   Package Cost 4
wants to punish), 8-        
Package Cost 5      
         
         
Modern Careers I
         
Intelligence Agent   Detective
Skills Cost   Skills Cost
KS: College Degree Field of Study, 11- 2   FAM w/ Small Arms 2
FAM w/ Small Arms 2   FAM w/ Billyclub 1
FAM w/ Common Melee Weapons 2   KS: Criminal Law, 11- 2
Martial Arts (Choice) 10   KS: Wanted Felons, 11- 2
KS: Law and Agency Procedures, 11- 2   PS: Detective, 11- 2
KS: Other Intelligence Agencies, 11- 2   Perk: Local Police Powers 2
Criminology 3   AK: Precinct, Town, etc, 11- 2
Perk: Federal Law Enforcement Powers 3   Bureaucratics 3
Choose three from the following list: 9   Deduction 3
Acting, Breakfall, Bribery, Bugging,     Choose five from the following list: 15
Bureaucratics, Climbing, Combat Driving     Bugging, Combat Driving, Concealment,  
Computer Programming, Concealment,     Conversation, Criminology, Forensics,  
Conversation, Cryptography, Demolitions,     Persuasion, Shadowing, Streetwise  
Disguise, Electronics, Interrogation,     Basic Self Defense Martial Art 15
Inventor, KS: Culture (Pick one) 12-,     Use Art w/ Billyclubs 1
KS: City (Pick one), 12-, Language (Any)     Disadvantages  
Linguist, Lockpicking, Mechanic,     Package Bonus -3
Paramedic, Persuasion, Resistance +3,     Reputation (Good cop, bad cop, or another -5
Security Systems, Shadowing, Streetwise,     personality trait), 8-  
Survival, Tracking, Weaponsmith, +1 w/     Watched by Superiors (Mo Pow, NCI), 14- -15
three maneuvers or tight group, +1 w/     Reputation (As per Police Officer, but can be -10
Perception, FAM w/ Rocket Launchers,     due to media coverage of a major arrest  
Grenade Launchers, Man-Guided Missiles     or a widespread story about the  
Disadvantages     detective), 11-  
Package Bonus -3   Package Cost 17
Watched, “Organization of Membership” -12      
(More powerful, NCI), 11-        
Psychological Limitations (Choose) -15      
Package Cost 5      
      Reporter
Doctor   Skills Cost
Skills Cost   PS: Reporter (INT based) 3
PS: Medical Doctor (INT based) 3   Perk: Press Pass 1
Paramedic 3   KS: Specialty (Sports, Sensational Crimes, 2
SC: Medicine (INT based) 3   Business, etc.), 11-  
Perk: License to Practice Medicine 1   Choose two from the following list: 6
Choose two from the following list: 6   Acting, Bribery, Bureaucratics, Computer  
Sciences: Biology, Biochemistry,     Programming, Concealment, Conversation,  
Bacteriology, Pathology, Pharmacology;     High Society, Oratory, Persuasion,  
Forensics, High Society     Resistance +3, Security Systems,  
Disadvantages     Disadvantages  
Package Bonus -3   Package Bonus -2
Psychological Limitations (Choose) -10   Reputation or Psych. Limit (Choose) -10
Package Cost 3   Package Cost 0

 

 

Some Species packages:

Fantasy Species
         
Mountain Dwarf   Mountain Dwarf
Racial Abilities Package   Cultural Abilities Package
Skills Cost   Skills Cost
Increased CHAR Maxima:     Concealment, 11- 3
STR 23 3   FAM w/ Common Melee Weapons 2
CON 23 6   +2 with Axes/Maces 6
BODY 23 6   Language: Dwarven (native) 4
EGO 21 2   AK: Caves and Underground, 12- 3
PD 10 2   KS: Dwarven History, 11- 2
ED 10 2   PS: Miner, 11- 2
END 60 5   PS: Artisan, 11- 2
Bump of Direction, only underground 2   PS: Current Occupation, 11- 2
Disadvantages     Disadvantages  
Package Bonus 0   Package Bonus -3
Decreased CHAR maxima: INT 18 -1   Dislikes Orcs and other racial enemies -10
-1" Running (base running 5") -2   Package Cost 13
Distinctive Features (Dwarf) -10      
(Concealable with major effort)        
Package Cost 15      
         
Wood Elf   Wood Elf
Racial Abilities Package   Cultural Abilities Package
Skills Cost   Skills Cost
Increased CHAR Maxima:     Survival, 11- 3
DEX 21 3   Tracking, 11- 3
INT 23 3   Stealth, 11- 3
EGO 21 2   Animal Handler, 8- 1
COM 22 1   FAM w/ bows 1
+2" Running (base running 8") 4   +1 with bows 3
UV Vision 5   Language: Elven (native) 4
Lightsleep 3   AK: Forests, 12- 3
Disadvantages     PS: Current Occupation, 11- 2
Package Bonus 0   Disadvantages  
Decreased CHAR maxima:     Package Bonus -3
STR 16 -2   Dislikes Orcs and other racial enemies -10
BODY 16 -4   Package Cost 10
PD 6 -1      
ED 6 -1      
STUN 45 -3      
Distinctive Features (Elf) -5      
(Easily Concealable)        
Package Cost 5      
         

Some example superheroes built using my system, for a newbie supers campaign:

 

Example 1: Brick
Base Points: 175   Max. Disadvantage Points: 75
Characteristics   Disadvantages Points
Val Char Base Cost   Enraged by Harm to Children (Uncommon Circumstance, Go 11-, Recover 11-) 15
50 STR 10 40  
17 DEX 10 21   Hunted by Ogre (As Powerful, 11-) 15
28 CON 10 36  
13 BODY 10 6   Psychological Limitation: Must Protect Neighborhood (Common Situation, Strong) 15
13 INT 10 3  
11 EGO 10 2   Physical Limitation: Normal Medical Instruments Cannot Penetrate Skin (Infrequently, Greatly) 10
23 PRE 10 13  
18 COM 10 4   Reputation (8-) 5
24 PD 10 14  
24 ED 6 18   Unluck (1d6) 5
4 SPD 2.7 13  
16 REC 16 0   Vulnerable to Gamma Ray Attacks (Uncommon, 2X BODY) 10
56 END 56 0  
52 STUN 52 0      
8 Running 6 4  
  Characteristics Cost: 174   Disadvantage Total: 75
Pts. Skill/Talent/Perk/Power END/Roll
-- Acting, Climbing, Concealment, Deduction, Paramedic, Shadowing, Stealth 8-
-- TF:Automobiles, AK:Home Region 8-
-- PS:Own Profession, KS: Own Profession, KS: Hobby 11-
-- Language: Fluent & Literate in Native Language --
3 Bribery 14-
3 Conversation 14-
3 High Society 14-
3 Interrogation 14-
3 Oratory 14-
3 Persuasion 14-
3 Seduction 14-
3 Streetwise 14-
3 Trading 14-
     
2 Contact at FBI 11-
     
12 Tough Skin: Damage Resistance: 12 rPD / 12 rED --
5 Tough Eyes: 5 Points Flash Defense vs. Normal Sight --
30 Superleap: +20” (30” total), 4x noncombat (120”) 4 (9)
     
     
     
     
     
     
     
     
     
76 Total         Characteristics + Powers: 250  
            Base + Disadvantages: 250  
Example 2: Energy Projector
Base Points: 175   Max. Disadvantage Points: 75
Characteristics   Disadvantages Points
Val Char Base Cost   Dependent NPC: Younger Sibling (Normal, 8-) 10
13 STR 10 3  
20 DEX 10 30   Distinctive Features: Mutant, Shows up on Mutant Detectors (Easily Concealable, Incurs Prejudice) 10
23 CON 10 26  
10 BODY 10 0   Watched by Government (More Powerful, Has Extensive Non-Combat Influence, 11-) 15
18 INT 10 8  
11 EGO 10 2   Psychological Limitation: Reluctant to use Ice Storm power (Common Situation, Strong) 15
18 PRE 10 8  
12 COM 10 1   Psychological Limitation: Code Against Killing (Common situation, Total Commitment) 20
8 PD 3 5  
12 ED 5 7   Vulnerability: Fire Attacks (Uncommon, 1.5x BODY) 5
5 SPD 3 20  
10 REC 8 4      
54 END 46 4  
29 STUN 29 0      
6 Running 6 0  
  Characteristics Cost: 118   Disadvantage Total: 75
Pts. Skill/Talent/Perk/Power END/Roll
-- Acting, Climbing, Conversation, Deduction, Persuasion, Shadowing, Stealth 8-
-- TF:Automobiles, AK:Home Region 8-
-- PS:Own Profession, KS: Own Profession, KS: Hobby 11-
-- Language: Fluent & Literate in Native Language --
3 Bugging 13-
3 Computer Programming 13-
3 Concealment 13-
3 Criminology 13-
3 Cryptography 13-
3 Paramedic 13-
3 Security Systems 13-
3 Systems Operation 13-
     
50 Multipower – 62 Character Point Reserve (-¼, won’t work in hot or dry conditions)  
10 Slot 1 – Snow Storm: 10d6 Energy Blast (50 Points), ½ END (+¼) [62 Active Points], 2
  [50 Real Points]  
10 Slot 2 – Icy Second Skin: 25 rPD, 25 rED Force Field (50 Points), ½ END (+¼) 2
  [62 Active Points], [50 Real Points]  
10 Slot 3 – Ice Ramp: 25” Flight (50 Points), ½ END (+¼) [62 Active Points], [50 Real Points] 2
5 Slot 4u – Ice Storm: 8d6 Energy Blast (40 Points), Armor Piercing (+½) [60 Active Points], 5
  [48 Real Points]  
5 Slot 5u – Furious Snow Storm: 7d6 Energy Blast (35 Points), Double Knockback (+¾), 5
  [61 Active Points], [49 Real Points]  
10 Slot 6u – Ice Wall: 5 PD / 4 ED Force Wall, 9”, Opaque to Normal Sight (50 Points), 5
  ½ END (+¼) [62 Real Points], [50 Real Points]  
8 Slot 7u – Put ‘Em on Ice: 5d6, 5 PD/5 ED Entangle (50 Points), ½ End (+¼)[62 Active Points], 2
  Takes 2X BODY from Heat or Fire Attacks (-¼) [41 Real Points]  
     
132 Total         Chars + Powers: 250  
            Base + Disadvantages: 250  
Example 3: Martial Artist
Base Points: 175   Max. Disadvantage Points: 75
Characteristics   Disadvantages Points
Val Char Base Cost   Hunted by Ninja Master (More Powerful, 8-) 15
23 STR 10 13  
26 DEX 10 48   Watched by a Secret Society of Martial Artists (More Powerful, 11-) 10
23 CON 10 26  
11 BODY 10 2   Psychological Limitation: Code Against Killing (Common situation, Total Commitment) 20
18 INT 10 8  
11 EGO 10 2   Psychological Limitation: Honorable (Common situation, Total commitment) 20
18 PRE 10 8  
10 COM 10 0   Reputation: Rigid Ethics (8-) 5
12 PD 5 7  
8 ED 5 3   Rivalry with Heroic Martial Artist (Professional Rival) 5
6 SPD 3.6 24  
10 REC 10 0      
46 END 46 0  
40 STUN 35 5      
10 Running 6 8  
  Characteristics Cost: 154   Disadvantage Total: 75
Pts. Skill/Talent/Perk/Power END/Roll
-- Acting, Concealment, Conversation, Deduction, Paramedic, Persuasion, Shadowing 8-
-- TF:Automobiles, AK:Home Region 8-
-- PS:Own Profession, KS: Own Profession, KS: Hobby 11-
-- Language: Fluent & Literate in Native Language --
3 Acrobatics 14-
3 Breakfall 14-
3 Climbing 14-
3 Combat Driving 14-
10 Combat Skill Levels: +2 Levels in Hand-to-Hand Combat --
3 Contortionist 14-
3 Lockpicking 14-
3 Riding 14-
3 Sleight of Hand 14-
3 Stealth 14-
7 Weapon Familiarities: Common Melee Weapons, Uncommon Melee Weapons --
  Common Missile Weapons, Pistols  
  Martial Arts (Black Belt):  
8 +2 Damage Classes w/ Martial Arts --
4 Punch: Martial Strike (+0 OCV / + 2 DCV / +2d6 Damage (9d6 Total w/ +2 DC’s)) (2)
5 Kick: Offensive Strike (-2 OCV / +1 DCV / +4d6 Damage (11d6 Total w/+2 DC’s)) (2)
4 Stun Touch: Nerve Strike (-1 OCV / +1 DCV / 2d6 NND (3d6 NND w/ +2 DC’s))* (2)
3 Throw: Martial Throw (+0 OCV / +1 DCV / 8d6+v/5) (2)
4 Block: Martial Block (+2 OCV / +2 DCV) (2)
4 Dodge: Martial Dodge (+0 OCV / +5 DCV / Dodge, All Attacks, Abort) (2)
  * NND Defense is wearing solid armor or having Lack of Weakness  
20 Flash-Bang Grenades: 2d6 Flash vs. Normal Sight (20 Points) & Normal Hearing (+5 Points) --
  [25 Base Points]; 3” Radius (+1) [50 Active Points]; 2 Charges (-1½) [20 Real Points]  
96 Total              
            Chars + Powers: 250  
            Base + Disadvantages: 250

 

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I'll give a (rough) shot at describing what I consider to be a normal superhero campaign. @Christopher R Taylor

 

Note that I've only been in what was considered by the group as "normal". Nothing that we considered to be beginners, teen, or high-powered so be aware....

 

Base Points ?
Matching Complications: ?

Mismatching Complications: ?

 

Characteristics    10-65
SPD    4-7 (5 is "mode" average and damned close to being the average, 7 is vanishingly rare)
Combat Value    8-13 (including Skill Levels and maneuver bonuses)
Standard Damage    8-14 DC  (11 DC average)
Active Points    40-65
Skill Rolls    8-14
Def/rDef    ?


Characters with High speed and/or high Combat values should have lower attacks & defenses, conversely powerful attacks & defenses should be associated with lower speeds.

 

Everyman Skills are as follows:
Acting 8-
AK: Home Area 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Native Idiomatic, Literate
Persuasion 8-

PS: Hobby
Shadowing 8-

TF: Common Motorized Ground Vehicles
Stealth 8-

Perk: Driver's License (unless the character doesn't want one)

 

Young teen heroes do not get TF: Common Motorized Ground Vehicles and can use one of those points for unlicensed, unpowered movement familiarity like TF: Skateboarding, Bicycle, Surfing, Skis, Equines, etc. as appropriate for the character concept. The other point will be spent by the GM on a skill 8- based on reading the character's backstory and complications as a "You're a weird, unique kid" point.

 

Also instead of PS: Hobby, the young teen gets KS: Hobby.

 

And the young teen doesn't get a driver's license perk but can have the Social Complication: Perky for zero points if desired.

 

====

 

Note that I didn't give a suggested defense level. That really depends on how long the GM and the group want combat to last. I don't know what players today would consider to be an appropriate length for combat. 

 

I also didn't give suggested point and complication totals. I haven't played or GM'ed 6e and don't have an instinctive feel for how much an average character would cost for it. Someone familiar with building in 6e could likely look at my suggested norms and figure out a suggested cost and complication totals more accurately than I could guess.

 

Likewise, no ECV because I don't have any feel at all for how 6e affected mentalists.

 

I would note that the origin for the discussion of this was in a 5th edition thread. I'm not sure what the publication policy is for HERO so that it's 6e only or if publishing new material in 5th is a possibility.

 

My personal feeling was that 6e was a mistake because it made using older material vastly more complicated for a GM who already had constraints how much time he could devote to his gaming. It's not like 6e was the last nail in the coffin for HERO. It wasn't the first either, just another. IMHO.

 

====

 

Please everyone feel free to compliment or complain. 

 

I'm throwing this out for consideration, not because I think I have the answer (particularly on my comment on 6e coffin nails).

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