Re: (READ FIRST)Character Creation and House Rules
This is Champions 4th edition; the BigBlueBook edition.
General Description:
The Game World is like today, but with supers. I tend to use the assumption that heroes balance villians (in a large scale/strategic sense), so history is basically the same. There is no magic (though "Any sufficiently advanced technology is indistinguishable from magic"). There are a few aliens on earth, but they are not publically known. There are supers who claim to be aliens, but all of those that have been examined have been shown to be humans who only think they are aliens.
Most of the classic groups and supers exist in 1 form or another;
Viper
Demon (claims to be magical...but is just advanced tech or perhaps mental powers)
Primus
Until
Psi
The scenario
Will involve aliens, a secret invasion and mental powers.
Importance of PCs: You will be one of the few to know the truth.
Character Building Guidelines
(1) Starting Points: 150
(2) Maximum Disads: 150 (max 50 from any one category)
(3) Characters do not start with Characteristics Max disad
(4) Characters cannot carry normal technology for free
(5) Any power with a "STOP" or "Magnifying Glass" will get extra scrutiny.
Stop sign powers will need compelling reason to be allowed.
Power Levels (You may exceed these levels with GM approval)
Attack: 50 active points (so basically 10d6)
Defense: 30 active points
Other notes
Characters should be constructed to work as a viable team. You can be
- an alien, but you have been ship wrecked on this planet with no way off.
- public id's might not be the best idea.
- you need a reason why you are in the Pacific NW (Or or Wa).
Houserules
Combat;
Champions combat will not work in a PbP environment. So we will be using this,
1- Divide the combatants into Hero's, Villians and innocents/normals (possibly more if there are enough distinct sides).
2- Determine which group goes in what order.
(probably a random roll + dex, this is still to be decided)
3A- Divide the turn into 3 subturns of 4 seconds/segments long. If you would normally get multiple actions within that time frame, you may act multiple times.
Example; a 5 speed hero would normally act on 3,5,8,10,12 and would get 1 action on subturn 1(segemnts 1-4) but 2 actions on both subturns 2(5-8) and 3(9-12). A speed 2 normal would get 0 actions on subturn 1, and 1 action on subturns 2 and 3.
or
3B- All characters must have the same speed normals2, agents4, supers6.
(we can discuss this before the game starts)
This message was last edited by the GM at 17:45, Fri 03 Aug 2012.