Post by Joseph Barros on Dec 19, 2009 19:33:31 GMT -8
For those wanting a head start your characters are going to be power level 6. This is pretty low level, but that is OK because the kind of campaign I plan on running is going to be based off the "Paragons" campaign setting in which super powers are new to the world. Think season one of Heroes where at first all the characters thought they were the only ones going through what they were going through. This does not mean you are required to play a "mutant" type, just that when writing a background, keep in mind that as far as your character knows our game world does not, nor has it ever had super powers of any kind, mutant, technological, mystical, etc. How people in a real-world setting would react to super powers is the major them of "Paragons."
After you have read character creation rules there are a few modifications you will need to take notice of if you plan to do it yourself before our first game.
Stage One: Normal
Take up to 50 power points and create your character before they discovered their powers Choose appropriate traits for your character at that point based on their past and present. (Any unused points will rollover to stage two so don't feel you need to use them all up!) Do not choose any unusual or heroic traits without a very strong justification as to why. Of course there are such things as real-life heroes exist, but they are few. Most people on Earth are not firefighters and police officers.
Ability scores above 14-15 are very unlikely. You better have a very good reason why if you do. Pages 31, 38, and 40 in the handbook will be very helpful in choosing abilities and skills. None of you will have been long term adventurers, so choose skills with that in mind. Feats are going to be minimal, because most of them are for super powered individuals. Saves/attacks/defenses should also appropriately reflect normal levels, though with these three feel free to focus a little with an eye for improving them later on.
Stage Two: Paranormal
Now spend 40 power points+whatever of the initial 50 you chose not to spend. You can now spend these points however you wish on anything. Powers, abilities, saves, feats, etc. These can refelect anything from intense training to powers generated biologically or technologically, or anything else. However changes made in stage two to traits like abilities, skills, feats, and characteristics during stage two come in two forms: Improved and Enhanced
Improved:
Things you've learned, gained confidence, further training or education, or even hard lessons learned avoiding certain hazards (saving throws)
Enhanced:
These traits are essentially an expanded version of the Enhanced Ability power and work exactly the same way: same cost as ordinary traits, but are paranormal powers, so they can be improved with extra effort, or taken away by Nullify. If you choose Enhanced feats as a power, feats gained this way are all considered paranormal instead of "normal" feats.
There is a lot to learn so feel free to ask questions here and I will answer them. If it isn't disruptive to your character idea, post your questions here rather than via PM because others might have the same questions. Also for those downloading PDFs please stick to the main handbook. If we play this game more I'll be open to adding in stuff from books like Ultimate Powers, but for now just the main handbook. Furthermore, the above modifications are summarized and if any part doesn't make sense or feels incomplete, ask here and I will elaborate. I'm also open to discussing exceptions to the rules on a case by case basis.
Finally, our adventure will be based in a small rural town in California named Unity. It consists primarily of the intersection of a minor local highway with another main road as the central "hub" of the community, and the clusters of suburban neighborhoods surrounding it. The town has everything you'd expect from a small North American town. Unity is a town of thousands of people and if you want to know any more about any specific aspects such as police, churches, library, schools, town hall, inns, plazas, taverns, stores/shopping, hospitals/clinics, or anything else you might expect in a modern day small town, just ask. I've got lots of info.
After you have read character creation rules there are a few modifications you will need to take notice of if you plan to do it yourself before our first game.
Stage One: Normal
Take up to 50 power points and create your character before they discovered their powers Choose appropriate traits for your character at that point based on their past and present. (Any unused points will rollover to stage two so don't feel you need to use them all up!) Do not choose any unusual or heroic traits without a very strong justification as to why. Of course there are such things as real-life heroes exist, but they are few. Most people on Earth are not firefighters and police officers.
Ability scores above 14-15 are very unlikely. You better have a very good reason why if you do. Pages 31, 38, and 40 in the handbook will be very helpful in choosing abilities and skills. None of you will have been long term adventurers, so choose skills with that in mind. Feats are going to be minimal, because most of them are for super powered individuals. Saves/attacks/defenses should also appropriately reflect normal levels, though with these three feel free to focus a little with an eye for improving them later on.
Stage Two: Paranormal
Now spend 40 power points+whatever of the initial 50 you chose not to spend. You can now spend these points however you wish on anything. Powers, abilities, saves, feats, etc. These can refelect anything from intense training to powers generated biologically or technologically, or anything else. However changes made in stage two to traits like abilities, skills, feats, and characteristics during stage two come in two forms: Improved and Enhanced
Improved:
Things you've learned, gained confidence, further training or education, or even hard lessons learned avoiding certain hazards (saving throws)
Enhanced:
These traits are essentially an expanded version of the Enhanced Ability power and work exactly the same way: same cost as ordinary traits, but are paranormal powers, so they can be improved with extra effort, or taken away by Nullify. If you choose Enhanced feats as a power, feats gained this way are all considered paranormal instead of "normal" feats.
There is a lot to learn so feel free to ask questions here and I will answer them. If it isn't disruptive to your character idea, post your questions here rather than via PM because others might have the same questions. Also for those downloading PDFs please stick to the main handbook. If we play this game more I'll be open to adding in stuff from books like Ultimate Powers, but for now just the main handbook. Furthermore, the above modifications are summarized and if any part doesn't make sense or feels incomplete, ask here and I will elaborate. I'm also open to discussing exceptions to the rules on a case by case basis.
Finally, our adventure will be based in a small rural town in California named Unity. It consists primarily of the intersection of a minor local highway with another main road as the central "hub" of the community, and the clusters of suburban neighborhoods surrounding it. The town has everything you'd expect from a small North American town. Unity is a town of thousands of people and if you want to know any more about any specific aspects such as police, churches, library, schools, town hall, inns, plazas, taverns, stores/shopping, hospitals/clinics, or anything else you might expect in a modern day small town, just ask. I've got lots of info.