Tone of the Campaign
This is the hardest question to answer. Much like
Marvel and DC comics, this world can take a comedic twist. But also like
those worlds, the tone is generally more serious. That’s not to say that
you can’t have a comedic character, just that he might be a bit incongruous
with the surroundings. Just be concerned if all of your powers are purely
for laughs and have no real combat effect, as you’ll likely get bored really
fast.
Background
Pretty much any background for the character is
acceptable, assuming it does not force your poor GM to design a dozen new
enemy organizations to fill out the character’s background. The only
concerns regarding origin are as follows…
- In the world of 5th City, there has not
been limited contact with aliens. In the original version of this
document I asked for “No Aliens”. Since I got one anyway, I’m saying it’s
best not to have one, simply because it involves making a whole new bunch
of hunteds and watcheds, languages, etc. that will be a drag on my time.
- There is no moratorium on how the character’s powers
were spawned, though your origin may take some tweaking by the ol’ GM if
it’s too strange for the world. But essentially, a time-traveling pirate,
intelligent robot, gypsy witch, mutant ooze, and the classic
victim-of-radiation-accident all co-exist here.
- No one should have the ability to travel through
time. I don’t want anyone going back and changing events unless it’s
through the Deus Ex Machina of the GM (me!).
Personalities and Personality Clashes
- You need to get along well enough to do your job.
You can dislike each other, as happens in the comics. You just have to do
your job.
- Anyone who joins the group with the intent of
committing a crime is likely weeded out by the process. It’s different if
something crops up in play. But the city council isn’t hiring someone who
they think will loot the bank instead of protecting it.
Stuff You Don’t Need to Buy
The following are things you have little need to
purchase.
- A Headquarters (One being provided by the city, and
the city is unlikely to approve building of any other publicly recognized
base, so you’d have to build with “batcave” level secrecy.)
- Conventional Cars (A limo for public appearances,
and half a dozen motorcycles are provided as part of the facilities, but
you likely have a car if you want one. However, none have abilities
beyond normal vehicles, except the limo is lightly armored. If you want a
mounted turret and grenade launcher you’d got to expend the character
points).
- Given time, laboratories can be configured at the
base to fit nearly all needs, without character point expenditure.
- You will have enough money to live comfortably,
though you can expend points to become filthy rich, if you like.
- The base’s Caretaker/Owner, Audra Blue, has
extensive knowledge of computers and is a preeminent hacker. She will not
be useful in the field, as she is not a team member and will not go into
the field, so computer skills may still be useful. But inside the base
she is a serious asset. She is also a bundle of knowledge regarding the
City of Lazarus, it’s politics, geography and people, as well as knowing
all about it’s founder, Nolan Brisbain, and the previous team of
Sentinels.
Do Not Assume…
- That collateral damage is acceptable. The
city (and it’s insurers) know that damage is going to happen in the
pursuit of justice, but someone blatantly destroying property or
disregarding the safety of citizens will draw the ire of the public, the
police, and worst of all, the media.
- That the base has babysitters for your DNPCs.
You got the points for them, so they are your responsibility. The base is
a highly secure environment, but leaving them to run amok in the base will
not ensure their safety. In other words: There are no free points for
DNPCs, if you neglect them I’ll find a way to hurt you.
- That you won’t need skills. Sure, you can
use agility to run through the array of laser beams, but couldn’t you have
gotten everyone across if you’d only bought the skill to disable security
systems? You could ask Audra about what gangs operate out of the docks,
but if you’d taken a bit of city knowledge you wouldn’t have to try and
contact the base and hope she’s available to answer.
- That I won’t withhold experience or mutate your
disadvantages if you fail to live up to them. For example, if your
Secret ID becomes public you will see your next experience go to paying
that disadvantage down. And if your DNPC dies, you’ll likely gain a
“guilt” or other psych disadvantage to compensate, or spend a while paying
off that disadvantage with your experience.
A Note on Secret v. Public IDs
Your call as to which. But a Secret ID usually entails
maintaining an outside residence and not showing up at the base
out-of-character. Mild-mannered Hank Robbins isn’t likely to go out
drinking with the famed heroes of our city either, so use some common sense,
or someone will pick up on your secret (And that might be bad for your DNPCs,
etc.)
Canned Motivations
These are some suggestions for how you found yourself
joining the group.
- You are a former low-level super-criminal. As a
result of your capture and incarceration, you have been granted the
opportunity to work off the “Public Service” as a member of the
Sentinels. You are under contract for the length of your sentence.
- You are a member of one of the street-level hero
organizations that cropped up. They seem to disappear within weeks or
months as a result of the level of violence they encounter. But when
Lazarus decides to rebuild the Sentinels you are contacted by a recruiter
for the City Council.
- You are from out of city/state, and have come in
answer to the massive advertising campaign to draw heroes to the city. Or
you’ve simply seen the crime statistics that are published often and know
that they really need the help.
- You want to fight crime, but your DNPCs and secret
identity are a drag on your time and wallet. You realize that as a member
of the Sentinels you have the opportunity to actually get paid to fight
crime for once.
- You have a dependence that requires use of a
laboratory to manufacture. The House of Rain (Super-base) is riddled with
labs in which to keep yourself in juice, plus you can work toward a cure
(or whatever).
- Health, Life and ADD Insurance. May sound pretty
mundane. But who would insure someone who regularly gets beat to a pulp?
You’ll have difficulty to say the least. But Lazarus offers such
benefits, so your DNPC will be rich should a bad guy squash you like a
bug.
- Camaraderie. You want to work with others, and you
feel that you have something to offer a group. Or maybe you’re just tired
of getting beaten up by groups of villains and realize there’s strength in
numbers for heroes too!
Median Levels
The following is a list of power levels for the
average hero you’d encounter on the street. They are just meant as a
guide.
- Energy Blast: 8D6AP, 10D6-12D6, or 6D6 NND.
- Killing Attack: 3D6KAP, 4D6K
- Ego Attack: 6D6
- Resistant PD/ED: 20 Each, often higher if they have
END cost or activation roll.
- Brick STR: 40-50 (Because thrown/swung objects add
so much to damage).
- DEX: Brick (18-23), Energy Projector (20-28),
Martial Artist (23-30), Speedster (28-33)
- SPD: Brick (4-5), Energy Projector/Egoist (5-6),
Martial Artist (5-7), Speedster (6-8)
- EGO: Egoist (23-33), Other (10-18)
Maximum Levels
Beware all ye who try to pass these limits for you
incur the ire of the GM and all his minions.
ACTIVE POINTS are defined as the cost of a power
AFTER advantages are applied but BEFORE limitations are applied. For
example, an 8D6 AP Energy Blast, 12D6 EB, and a 12D6 EB w/ a focus and
charges are all 60 Active points.
- Attack Power: 80 Active Points. As noted above,
the median is typically more 50-60.
- Defenses: 40PD / 40ED. This can all be resistant,
if you like.
- Other Defenses (Flash, Mental, etc.):
- The stat itself, not it’s Cost: STR (80), DEX (36),
EGO (40), PRE (50), SPD (9)
Powers and Disadvantages
REVISED: A starting hero gets 215pts FREE. He can add
an additional 100pts through disadvantages, thus making a 315pt character.
There is no restriction on which disadvantages you can
have. Keep in mind that I have plenty of organizations already set up, and
if you request to be hunted by a certain type I’m sure I can accommodate
you. I’d prefer not to make a dozen more organizations, 2 for every
player. But I’ll make more as needed. If you aren’t sure how common a
disadvantage might happen (Such as taking extra damage from cold attacks,
radiation, etc.) just ask.
Variable Power Pools
Ah, yes… the great adventure killers. Here are the
rules for employing a power pool. They are strict rules, but then they have
to be if everyone is to have something to do rather than having a gadgeteer
run every adventure. If you can’t tell from my tone, I don’t like Power
Pools much on player characters.
- Powers are only changeable between scenes. That way
if you think you might be running into the great Mexican icicle
hurling villain, Muy Frio, you can build that ice shield, but won’t
have time during the fight to account for special guest star, Firechild
and her burning hands of pain and vulnerability-exploiting.
- Changing powers requires lab/temple/spell library.
Doesn’t necessarily have to be your own, mind you. So if you find Dr.
Hex’s Inner Sanctum you can use his books to create a spell to stop his
fiendish mind control or to cure those warts he gave you (COM drain).
- All powers within a pool are gained by the same
Maximums listed above under powers.
We won’t be holding up scenarios for very long while
you make your changes, so you might consider have a standard set of pre-made
powers noted so you can pick and choose, making modifications as called for.
Power Frameworks
The advantage of Elemental Controls has always been a
lower cost for slots in a power. The disadvantage has been that you can
only have so many points worth of powers operating at once. So I will allow
them.
Multi-power is another story. Though my players had
never abused multi-power, it has great potential to be abused, and I sense
that it will be. So unless I hear a good argument to allow it (for
everyone) I’m not allowing PCs to use it. Mind you, I won’t be reworking
the villains that I grab from books just to account for this edict, since
the costs for building super-villains are pretty much irrelevant.
REVISED: If you really want a multipower, petition the
GM. Note that the downside of Multipowers is that you can only have as many
points running at a time as there are in the pool. So an 80pt pool won’t
let you run your 60pt Energyblast AND your 60pt force field at the same
time, especially if they are “Ultra” slots (Ones that always cost maximum
points to run).
Recommendations
These are suggestions for things you should consider
putting into your character.
- Resistant defense. Anyone without a chance of
resisting a killing attack may not last long.
- No SPD lower than 4. A guy who has a 70 STR can be
pretty effective with a 4 SPD, but if you go to less you’ll be sorry.
- Three or more primary means of attack. An EB, a NND
attack, and a Drain. Or maybe high STR, levels in throwing objects, and a
shockwave attack that sweeps an area of ground. Ego Attack, Mind Control,
and a Laser Rifle Killing attack (for when only a physical fight will
do). Three attacks is a good number. There are always variations, such
as bouncing an energy blast or performing a haymaker, but if you only have
one or two attacks then you stand a chance of becoming ineffective.
- Take a few skills to round out the character, even
if they’re just professions. I realize people making supers tend to go
for the meat and skip the veggies. You came from somewhere, didn’t you?
Levels
Another one of those things that brings down a game
(because then I’d have to pile levels onto your opponents just to keep you
in line), skill and attack levels can get pretty brutal. So as a general
rule, you can have up to 20 points in skill levels to start. Thus
you can wind up with a +2 in everything you do, +4 with melee weapons, or a
+6 with your bolos, or some combination. The average hero you come across
will likely not have much in the way of skill levels unless he’s an agent
type, in which case he’ll need them to compensate for his lack of anything
else useful. The average villain will vary wildly.
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