You might also look at the Stronghold Champions supplement detailing that super-prison (as well as describing how CU America's legal system has adapted to superhumans). That facility makes extensive use of "power negators" to render super-powers ineffectual. They come in area-affecting configurations that cover the whole prison, more limited ones in prisoner transport vehicles, and in personal restraints that prisoners wear.
Keep in mind that the pandemic (along with the usual low pay and lack of support) drove hordes of experienced teachers out of the profession over the last two years. The right sees this as an opportunity to fill the void with right-thinking new teachers and curricula to support them. This is what's driving the book bans, textbook rewrites, and CRT legislation, not to mention the death threats against school board members. Public education institutions are weak, and they're pouncing.
I still want Champions of the Rising Sun for my Superheroes Of Japan fix. Also needs lots of stuff like Business Universe stuff (you realize an average office worker works about 10 hours a day, six days a week?), Home Universe (mothers control the household finances), and School Universe (Monday to Saturday school days, only one month off for summer vacation, school uniforms), and Social Universe (conformity because the island system is prone to natural disasters).
The books rejected were in the K-5 age bracket. In early childhood education, you use stories and activities (even better if they're hands-on with manipulatives) to teach Math, not page after page of problems.
Or reciting counting tables as a class to the schoolmarm.
When we first meet Thor in his debut movie, he's been living what amounts to an extended childhood. Over the 1,500 years of his life he's always been privileged, never known failure, never had to suffer the consequences of his actions. (We've learned that humans can live that way for at least seven decades.) He defined himself as a warrior, a prince, a hero, but in the end he failed at all those things. Over the span of a decade he lost his power (albeit temporarily), lost his lover, lost his whole family, lost all his closest friends, lost his home, and lost the weapon that was like a part of him. He failed to protect his people, and lost most of them. He failed to save half the people in the entire universe. That so overwhelmed him that he lost the will to do anything but eat and drink and play video games, becoming a mental and physical mockery of who he was.
I don't care how long you've lived, if all that doesn't prompt deep soul searching, I don't know what could.
Well, he screwed up and half the living beings of the universe disappeared for five years because he didn't cut off Thanos's arm. His dad, brother, and sister died. Asgard was destroyed with his assistance. Most of the Asgardians who survived the destruction of Asgard died on the rescue boat that he was captaining.
For all we know, a 5000 year old being goes through the stages of grief very slowly. In any case, even though he's 2000 years old, what he's gone through is still unprecedented in his lifetime.
I mean, look at an adult human who's gone through 40% of his lifespan: he participates in the annihilation of the Earth, has his family die, tries to rescue a few people from Earth but they mostly all die on the rescue boat he's captaining. So how many years would he be going to therapy to get over that?
That's not how I would have written Thor but it's an understandable(though not entertaining) reaction on the "My-Life-Is-Crap-O-Meter".
The Batman: Surprisingly good movie that lets Batman be a detective for a change. Gotham is portrayed as dark and moody, and reminded me heavily of the rainy Los Angeles in Blade Runner. It's a long movie, but is now available on HBOmax, so it's possible to pause for bathroom or snack breaks. (HBOmax)
Iron Man: I re-watch this one every once in a while, still a good watch. (Disney+)
Spider-Man: No Way Home: Good mix of nostalgia and action. A good watch. (4K UHD)
Hello everyone. Thank you for your enthusiasm! We should have the Patreon account up in the next couple of days, with the first two manuscripts in the "chute" being Chris Hackler's Gaslight and Michael Satran's Imperial Throne, which together will take us through August - though we may throw out some extra weekly tidbits as we go along.
I should take a moment to clarify something that's been mentioned by some fans. We won't be relying solely upon patrons to edit the manuscripts; that's not the point of this undertaking. They will all have have regular post-Patreon editing. What I meant more specifically in my post above is that patrons will have an opportunity to collaborate on books by making suggestions and edits, much as they've done with our past crowdfunding projects. These have ranged in the past from very minor suggestions in the comments to people turning in complete manuscript edits to me, depending on their level of enthusiasm for a particular project. I suspect it will be the same with the Patreon account; but nobody is expected to do anything other than enjoy the content.
The idea is that from the source material, most supers are normal people with abilities like strength, or being bullet proof, or shooting lasers, or being super-agile--
But not noticeably faster than their opponents. There are exceptions, of course: Speedsters, spiderman-
Before I continue, let me point out that I am not the first or even the fifth person to use this example on the board. Every use of it has been met with "but that all comes down to individual authors or the needs of one particular story" or words to that effect.
I would also like to point you that those authors and those stories are the off-touted "source material" many of those same,respondents hold in exmplum of what our games should strive to look like. I point that out as a community service: before deciding to ignore the example, think a bit on what sort of hypocrite you would like be.
There qas a story where Spiderman defeated the entirety of the X_men. It wasnt a battle, either. He was in a hurry to get somwhere. He was literally "just passing through," and took them down on the way by.
This suggest that the X-men are all lower speed than Spiderman, and that makes sense: being super strong and made,of metal doesnt in anyway imply that you are faster than a normal person. Having claws ans super-senses (and smokong xigars in spite of having super olfactory abilities), or having the ability to shoot lasers from your face or to summon thunderstorms-
There is nothing in those power sets that mandates or even suggests being faster (in a SPD sense) that a normal person, who can, through intense training, get up to..... Four? Five if he's a title character?
We see,lots and lots of agents in the source material, and more importantly, we see super heroes having a hard time,dealing with them.
If you run an agent at SPD3 and a "typical" super at SPD 7, even a well-trained 5-team,isnt going to have a chance in aything sbort of an ambush and /or using weapons that are either specifically-tailored foe the HERO being encounted or so ovwrpowered as to make you think it is more practical to use it to take out entire armies and conquer a small nation.
Speed 3 agents are a threat to SPD 3 supers. They have a chance against SPD 5 supers.
When you see supers atracked,by agents, they dont win because they have so many more avtions that they can hit and move fast,enough to convince the agents that they are surrounded- at least, not outsise of a Champions game. It doesn't happen in the sourvw material,unless we arw doing a throw-away bit to show off some novel power stunt or a brand new power "I have been working on, but the reader has never seen it, so let's bring everybody up to speed on this new writer's take on the character."
In the source material, the supers win because of their powers (they can soak the beating, and return a more severe beating, defeating the agents through simple attrition) or through superior knowledge, cunning, or creativity- finding something,in the situation which their powers allows them to exploit.
So yeah:
Except for speedsters or the odd Supergodlikeman pastiche, most aupers on my game hover around a 4 spd as well. Because except for their powers of magic, defense, whatever- they are normal people with (at least eventually) lots of combat experience and if they are lucky, some training.
If you are running Iron Man and Hawkeye at SPD 8, then where is the Flash? Of some,other speedster? Or those "galactic-level threats" that get talked about a lot?
If you are running Batman at SPD 6, he is _not_ a normal well-trained human, and has legitimate super powers of his own.
It was the most fun I've had in a movie in years. It was funny, poignant, and filled with the most creative martial arts sequences I've seen in a while.
The film is a sci-fi martial arts fusion, and dives into the Multiverse. Beyond that don't spoil yourself if you can avoid it before going to see it.
It stars Michelle Yeoh with a really great supporting cast. I didn't know I needed Jamie Lee Curtis in a Michelle Yeoh action movie.. but I did.
I know I'm talking it up, but I was blown away. Its been a long time since a movie has blown me away.
Licensing invites corporate oversight. This is not a good idea. So thank goodness it's too expensive for Hero to have a Licensing agreement with DC< especially with the Discovery Merger, D.C. may end up as strictly reprints, anyway.
Revisionaries author A.R. Moxon just published the fourth part of a series of essays on how to change the underlying ideas of society. That is, how to change what's deemed possible within the society (for good or ill). It's about how successful movements get things changed -- and how entrenched interests keep any discussion of real change out of polite conversation. Really good stuff.
Here's a link to part one, which has links to the other three parts:
https://www.getrevue.co/profile/juliusgoat/issues/one-about-the-atmosphere-1037410
Revisionaries author A.R. Moxon just published the fourth part of a series of essays on how to change the underlying ideas of society. That is, how to change what's deemed possible within the society (for good or ill). It's about how successful movements get things changed -- and how entrenched interests keep any discussion of real change out of polite conversation. Really good stuff.
Here's a link to part one, which has links to the other three parts:
https://www.getrevue.co/profile/juliusgoat/issues/one-about-the-atmosphere-1037410
Exactly. By saying an organization with an even split of R and D leaders is biased against them, they're 1) saying they will only support things that are biased in their favor and 2) sending yet another signal to their base that democracy is biased against them and must be rejected.
According to the Republican National Committee, they're withdrawing because the debate commission is biased. I've noticed repeatedly that "biased" has become Republican code for "asks us questions we don't know the answer to or that would incriminate us."
We were able to get a lot accomplished this week for the Champions Begins GM Book & Adventure. We completed editing of Chapters 1 through 4, and added the content to the Roll20 Adventure that'll be included in the bundle. The work done this week concentrated on editing and proofreading the adventure, and formatting it for Roll20. It's just the copy text and art for now. The maps, characters, and tokens are planned for after the text content for the adventure is complete.
The plan for next week is to complete Chapter 5 by editing and formatting for Roll20 (making sure all the headers are consistent, another proofreading pass and such). Then doing a final edit and proofreading pass of the whole adventure. Additionally, we'll do a final review to particularly look for opportunities to include additional links in the text for easy access to references. For example, clicking on VIPER Agent in the text will open up the Character Sheet for it, or clicking the name of a Skill will open up a window with the description. As a stretch goal for the week, we will start adding the characters and character sheets. We'll start with the pre-generated characters first. That'll be a bit of work considering each pregen has a new character sheet per chapter.
It's a pay-it-forward sort of thing. Shadowcat let me get a copy of each even when he believed they were the last ones. I feel it is proper to help someone else get them if they have a problem I can help with.
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