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15:12, 25th April 2024 (GMT+0)

Campaign Guidelines.

Posted by ConducterFor group 0
Conducter
GM, 4 posts
Sun 5 Jan 2020
at 17:10
  • msg #1

Campaign Guidelines

Characters will be built off of 450 Character Points with appropriate Complications.

Active Point Maxima: Any one Power can be up to 100 Active Points.
Attack Maxima: Any Attack Power can have up to 12 DCs in their base effect; this includes Powers Usable as Attack. Even with bonuses like Haymaker or Pushing, the hard cap is 22 DCs. Dedicated blasters may take up to 15 DCs in their Attacks before Haymakering or Pushing or the like. Mentalists may take up to 15 DCs in their Mental Attacks before Haymakering or Pushing or the like.
Attack Maxima for mixing Mental and Non-Mental Attacks: If you are a Mentalist your Attack Maxima for Non-Mental Attacks is 8 DCs, with a hard cap of 15 DCs. If you are a non-Mentalist, your Mental Attacks may have up to 8 DCs, with a hard cap of 15 DCs.
Combat Value Maxima: You can have a modified maximum of about 15 with any one CV. About 8 is considered typical. Non-mentalists can have up to about 8 OMCV and 10 DMCV. For purposes of Combat Value Maxima, Penalty Skill Levels do not add directly to CV, they generally are just eliminating the existence of a negative modifier.
Range Maxima: Unless a Power has LOS Range, or is Advantaged with better than normal Range, Range Maxima is 250m. With Advantages, non-Mental Powers get up to 5000m without MegaScale. Characters should not typically give their Attacks MegaRange; if it's approved, they should typically purchase MegaScale as a Naked Advantage with the mandatory Limitation Extra Time 1 Turn or longer, or another major Limitation approved by the GM.
Defense Maxima: 70 Active Points of total Defenses, with up to 30 in any one Defense type, and up to 10 Active Points of exotic Defenses not applying to Maxima. For Defense Maxima, PD, ED, and DCV/DMCV above 8 are the only Characteristics that count as Defense Powers.
Defense Maxima for Bricks: 110 Active Points of total Defenses, with up to 45 in any one Defense type.
Characteristic Maxima: up to 80 in Strength, up to 25 in Dexterity, up to 40 in all other Characteristics with rolls; no Maxima otherwise.
Speed Maxima: While there is no "minimum required speed", it's recommended you have 4 or 5 Speed. Maximum for Speedsters is 9.

Keep in mind that I have the final say on what you can do, not the guidelines I've put here. Exceptions might be made for a character that is really low in one category - a character with almost no Defenses might be compensated with higher CVs or Range than the Maxima above suggest.



Characters may take up to 60 Points of matching Complications, paying Character Points equal to the missing difference otherwise. Character must take at least 5 Points of Distinctive Features, and must take at least 10 Points total between Vulnerabilities, Susceptabilities, and Dependences. If they do not take Points in the required Complications, they pay an additional Character Point per missing Complication Point, for those required Points only.

Every Hero has an Everyman Psychological Complication: Heroic Morals (Very Common Moderate) worth no Complication Points. Followers and NPCs do not require this complication, and villains will often have a corresponding Everyman Psychological Complication for their villainous morals.



This thread will be used to post any rules adjudications.
This message was last edited by the GM at 04:14, Sat 25 Jan 2020.
Conducter
GM, 7 posts
Mon 6 Jan 2020
at 08:51
  • msg #2

Everyman Abilities

Everyman Skills:
  • Acting
  • Charm
  • Concealment
  • Conversation
  • Deduction
  • Electronics
  • Area Knowledge of Southern California (NOT Baja California)
  • City Knowledge of city of campaign (strongly favoring Los Angeles right now)
  • Appropriate Native Language and one 1-point Language Skill
  • Navigation
  • First Aid (Paramedics)
  • Persuasion
  • Professional Skill at 11-
  • Appropriate Power Skill (Supers only)
  • Shadowing
  • Stealth
  • Transport Familiarity: Small Motorized Ground Vehicles
  • Transport Familiarity: Two-Wheeled Muscle-Powered Ground Vehicles (not worth anything if sold back)




Additional Transport and Weapon Familiarities: If a character pays Character Points for a Vehicle, they receive an appropriate Transport Familiarity for free. If a character pays Character Points for Powers with the Special Effects of being certain weapons (a 12d6 Blast is a handgun; a 3d6 HTH Killing Attack is a spear), they receive the appropriate Weapon Familiarity for free. If a character tries to use another character's Vehicle or Focus without the proper Familiarity, they suffer appropriate penalties.

All characters have a phone and/or computer, as well as a car or bike. Phones can act as slow (Extra Time Only to Activate, 1 Turn to 1 Minute) methods of communicating with anyone, and can store/create Sight and Hearing Images. They have search functionality (see above about attempting any Intellect Skill at 6-). While the actual use of these objects to affect Skill Rolls and combat should be limited-to-non-existant, you can also download apps to do various miscellaneous tasks.




Everyman Perks:
  • Fringe Benefit: Local Police Powers (in Suit only)
  • Positive Reputation: Superhero (Large Group, 8-) +1/1d6


If you don't take a Distinctive Features, you must sell these Perks back, as you have difficulty being immediately recognized as a Superhero.




Keep in mind to improve any Everyman Ability you must pay for what you got for free as well.
This message was last edited by the GM at 03:41, Fri 24 Jan 2020.
Conducter
GM, 24 posts
Fri 24 Jan 2020
at 03:41
  • msg #3

Content Warning

When the Government or religion comes up, or when an NPC has an interesting and unusual moral system, it may be necessary to present contentious political ideas. While your characters can react in the way that makes the most sense for them, I expect players to always be respectful, and will talk with you if I think you're being bigoted to make the game more toxic. If you can't be respectful, this isn't the place for you. I don't make this campaign with the intent to offend, but I lean pretty far left with my politics so I might rub some people the wrong way with the things I present. I don't necessarily agree with the ideals of every character I make, but they're all, in a way, parts of me. This list will be updated if I feel it's necessary. The campaign may include:

  • People other than males being important and powerful figures in the Campaign
  • Positive depictions of gay, trans, or non-binary persons
  • Negative Depictions of Religion
  • Monotheism in general, and Christianity in particular, being canonically false
  • Subverting your expectations
  • People you trust letting you down
  • People you inherently mistrust being good, actually
  • Anti-heroes
  • Fascists being the bad guys
  • Negative opinions on the current United States administration
  • Climate change is happening, and is caused by humans
  • Violating the non-aggression principle
  • Subverting institutions
  • Questioning your right to be a superhero
  • Animals

This message was last edited by the GM at 16:47, Fri 24 Jan 2020.
Conducter
GM, 29 posts
Sat 25 Jan 2020
at 04:35
  • msg #4

Guide to Groups

  • Group 0: Basic resources necessary for players and the GM, useful for new players joining the game to see. Generally not to be posted in by players, with obvious exceptions like the Character Sheets thread.
  • Group 1: Out of character group. Within adventures, small tangents should be handled by inserting private lines; larger conversation should be handled at a thread in this group.
  • Group 2: Communications. When characters are separated into solo adventures or smaller teams, they post to an appropriate thread in this group to communicate across adventure threads. NPCs may be part of the chain of the communications, either through tapping into it or due to a legitimate presence.
  • Group 3: To be determined.
  • Group 4: To be determined.
  • Group 5: To be determined.
  • Group 6: Group designated for small teams.
  • Group 7: Group designated for small teams.
  • Group 8: Group designated for small teams.
  • Group 9: Group designated for small teams.
  • Group A: This is the mainline adventures of the party, where they all team up and fight and interact together.
  • Group B: This is a solo group designated for Flex.
  • Group C: This is a solo group designated for Wildfire.
  • Group D: This is a solo group designated for Sharpshooter.
  • Group E: This is a solo group designated for Precision.
  • Group F: This is a solo group designated for Kestrel and Shrike.
  • Group G: Reserved for solo group in case of 6th player.
  • Group H: To be determined.
  • Group I: To be determined.
  • Group J: To be determined.
  • Group K: To be determined.
  • Group L: To be determined.
  • Group M: To be determined.
  • Group N: To be determined.
  • Group O: To be determined.
  • Group P: To be determined.
  • Group Q: To be determined.
  • Group R: Archives. After every group and solo adventure, the thread will be closed and archived, it's group changed to group R.
  • Group S: To be determined.
  • Group T: A one thread group designated to keep track of combat status. Each player will have a post describing their resources and damage in detail; when they spend END, take Normal Damage, have their STR Drained, use Charges, etc., they will make note of it here. The GM may also ask that some Rolls be taken note of, such as a Perception Roll or the results of a Mental Power. The GM will have one post to store information regarding to all critical NPCs.
  • Group U: GM's eyes only.
  • Group Z: Unpredictable. Aberrant. When your past is lost, where do you go? In such a situation, duplicates of critical threads will be made for group Z, such as the Out Of Character, Radio, and Character Sheet threads. Upon completion, old threads will be archived, and group Z threads will replace them.

This message was last edited by the GM at 21:43, Sun 26 Jan 2020.
Conducter
GM, 49 posts
Fri 7 Feb 2020
at 00:08
  • msg #5

The Supernatural World

This world follows the history of our own Earth mostly the same, with a few differences. Obviously, one difference is that Superhumanity exists, and it has left its mark on many major events such as the World Wars, and the cultural battle between the United States and the USSR during the latter half of the 1900s.

While Superhumanity and Supernature weren't well understand or widely studied until recently, as more knowledge and understanding has accumulated, there has been wide-spread academic acceptance that the Supernatural, while rare before and mostly written off for a while as fairy tales, has truth to it, and that it is a natural part of reality. That so many powerful Superhumans have been appearing seems to be a natural consequence of how much faster and how much MORE the modern world is. There is also healthy debate between academics as to whether Superhumans are humans with special abilities, or new species of their own. While data confirming this is limited, it is theorized that all Supernatural creatures, including Superhumans, have DNA differing from their base species; whether their DNA changes over their lives or just their gene expression changes is still the subject of ongoing research. Even Superskilled or Superintelligent individuals have these genetic differences, enhancing their ability to think and understand. The innovations of such individuals can often be copied in lesser form by non-Supers, however.

As part of this increased understanding of the Supernatural, there have come theories that ancient civilizations' myths might have a degree of truth to them, though exactly what those truths are can be hard to decipher; these myths were ancient peoples' attempts to try to understand and cope with Supernatural creatures and individuals. A god might have just been a particularly powerful Superhuman, worshiped at the time for their poorly understood abilities; heroic figures like Hercules might have been real; and more and more evidence points to the existence of creatures like dragons, basilisks, medusae, giants, etc. If an ancient tale claims a castle was burned down by a dragon, it just may have been. Still, some myths are probably just that: myths to flesh out the rest of the culture's mythical beliefs about Supernature.

Another aspect of the world's acclimatization to Supernature, magic has been largely demystified, and has spread out into many broad fields with rigorous standards, in a similar fashion to scientific fields of inquiry. While magical teaching is mostly only for those with aptitude, otherwise normal individuals can gain some degree of skill through dedicated practice and study. A handful of magical colleges exist, which offer training in not only magical skills but also practical skills that would be taught at normal colleges.
Conducter
GM, 50 posts
Fri 7 Feb 2020
at 01:57
  • msg #6

A brief history of the Supernatural

A brief history of major events that shaped the current view of the Supernatural World:

1941:
As war intensifies between the Axis and Allies, several soldiers manifest Supernatural abilities. A Nazi research division was performing experiments to enhance their soldiers. These groups hold out longer than the main Nazi force, but their bases are all smoked out by 1951. All research data is lost.

1983:
A massive alien invasion lands on Antarctica. Wide-spread destruction occurs in south Africa and Australia. A coalition of heroes and villains push them back to their assault craft and force them to leave Earth. Interest is generated in creating effective space defenses.

2001:
On the day the world trade center is hit by Islamic extremist terrorists, Gargantua attacks Washington DC and holds the entirety of Congress hostage. His demands for wealth are ultimately met, and he escapes and is still at large.

2006-9:
Europe is assaulted by mutated beasts created and let loose by Teleosis; the mad scientist also augments himself, and notably entered and took manual control of his greatest beast in the final confrontation with a team of heroes. He is currently in custody, serving multiple life sentences.

2010:
A French port near Bordeaux is decimated as part of a secret war between DEMON and the Sentinels. The fighting continues into the Atlantic, culminating in a final battle on an undisclosed island in the Bermuda Triangle.

2012:
The Supervillain, Puppet Master, attempted to use a Los Angeles based television broadcast center to dominate most of humanity. Stopped by Precision, who had a unique advantage in not having to watch the cognitohazardous powers of Puppet Master due to his telekinetic touch.

2018:
A gravitational anomaly is detected near the North Pole. Unusual electrical disturbances prevent satellite observation. Later investigation reveals the presence of a 70 mile long worm- or serpent-like creature partially buried in the ice. Found deceased. Cause of death: exsanguination and blunt trauma. This event was kept extremely quiet; only those with deep government contacts know about it, or scientists directly relevant to the incident and subsequent inquiry.

An overall cultural analysis:
Earth is in a relatively xenophobic mood after the invasion of 1983. NASA and other space agencies have an international space defense initiative. Aliens that are already on Earth with an established reputation have some degree of acceptance, but for any new-comers that make it planet-side, it's an up-hill battle. The study of science for enhancement is considered taboo by the public, and heavily regulated by government.

While magic has almost resulted in planetary destruction a handful of times, these are often lower profile and poorly known by the public at large. Magic is thus seen as mostly welcome by the public, when it's not being used for evil anyways. The public also has a pretty positive opinion of Superskills and Supergeniuses. They have a good track record of inventing new techniques and futuristic technologies that help everyone, and Superskills and Supergeniuses tend to not be villains far more often than not.

Regarding magical creatures, they often have mechanisms to avoid the public's notice, and seem to shirk the limelight. Most magical creatures just want a safe lair for themselves. As such, the public has an ambivalent disposition toward them. The most publicly known are dragons, who are relatively social and lack natural mechanisms to avoid detection. They often preside over secluded locations, magic academies, and spiritual retreats.
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