Post by Woofy on Feb 14, 2011 21:38:29 GMT -5
Okay, here's the basics.
Step one. Age Limit. No characters under 12 and none over 19. The spirit of this game is to make it a kids game, where the characters not only grow into their powers but they age as they go.
IMPORTANT - Age Modifiers
17 to 19 - none, you're good with straight rolls.
15 & 16 - ME -1, PS -2
14 to 12 - ME -2, PS -2, PE -2, PP +1, +1 dodge
I know, sounds complicated but it's a lot of fun and really makes for a challenge for you over 25's who forget what it's like to be a kid in a tough world.
Step two. Mutants only. This is more of a general guideline, but I can safely say that 99% of the X-Men are mutants, and that's what the school is set up for. Not to train the sidekicks of established heroes or have a place for young teen heroes with varied backgrounds to come together and fight crime. Those are different shows and games, we'll get to that later.
Step three. All characters must have a concept and a backstory, including skills that match up. For your skills, the general rule will follow character age.
All characters, reguardless of age, start with the following skills automatically and these do no count against any skill program selections:
Speak Native Language at 98% (for those from bi-lingual environments, that's for both)
Literacy in Native Language and Basic Math: 83% +5% per level
12 - 14 Middle Schoolers: You guys get one skill program at -10% and 9 secondary skills. This might seem sort of harsh compared to the older kids, who will have more skills, but for this one situation, I am relaxing the rule of the big four on physicals (i.e. Acrobatics, Boxing, Gymnastics and Wrestling) and allowing them to be selected as secondary skills.
15 - 16 Early High Schoolers: One skill program at -5% and another skill program at -10% plus 6 secondary skills.
17 - 19 Upperclassmen: Two skill programs without any penalties or bonuses (aside from IQ bonus) and 8 secondary skills
Character concept with matching skills is a good thing. If your character need, and I mean truly needs, a skill not listed in the program available or that goes over the secondary skill limit, we can talk about it. I might not agree, but I might see your point as well. I give out extra EXP when there is a good story to something. Which leads us to the fourth step, curiously enough entitled....
Step four. Leave the Munchieness at the door. I know, it's a Heroes Unlimited game and there is a tendancy to go hog wild with a character with a power for every contingency and purpose. Well, that gets boring fast. Megas are allowable, with Ref approval, but for the most part, let's play characters, not character sheets. Good stuff is fun, but too much good stuff is just gluttony.
I'll add more steps if I think of anything. That should be a lot to start with, however. Be creative, be witty, and for god's sakes, have fun.
Step one. Age Limit. No characters under 12 and none over 19. The spirit of this game is to make it a kids game, where the characters not only grow into their powers but they age as they go.
IMPORTANT - Age Modifiers
17 to 19 - none, you're good with straight rolls.
15 & 16 - ME -1, PS -2
14 to 12 - ME -2, PS -2, PE -2, PP +1, +1 dodge
I know, sounds complicated but it's a lot of fun and really makes for a challenge for you over 25's who forget what it's like to be a kid in a tough world.
Step two. Mutants only. This is more of a general guideline, but I can safely say that 99% of the X-Men are mutants, and that's what the school is set up for. Not to train the sidekicks of established heroes or have a place for young teen heroes with varied backgrounds to come together and fight crime. Those are different shows and games, we'll get to that later.
Step three. All characters must have a concept and a backstory, including skills that match up. For your skills, the general rule will follow character age.
All characters, reguardless of age, start with the following skills automatically and these do no count against any skill program selections:
Speak Native Language at 98% (for those from bi-lingual environments, that's for both)
Literacy in Native Language and Basic Math: 83% +5% per level
12 - 14 Middle Schoolers: You guys get one skill program at -10% and 9 secondary skills. This might seem sort of harsh compared to the older kids, who will have more skills, but for this one situation, I am relaxing the rule of the big four on physicals (i.e. Acrobatics, Boxing, Gymnastics and Wrestling) and allowing them to be selected as secondary skills.
15 - 16 Early High Schoolers: One skill program at -5% and another skill program at -10% plus 6 secondary skills.
17 - 19 Upperclassmen: Two skill programs without any penalties or bonuses (aside from IQ bonus) and 8 secondary skills
Character concept with matching skills is a good thing. If your character need, and I mean truly needs, a skill not listed in the program available or that goes over the secondary skill limit, we can talk about it. I might not agree, but I might see your point as well. I give out extra EXP when there is a good story to something. Which leads us to the fourth step, curiously enough entitled....
Step four. Leave the Munchieness at the door. I know, it's a Heroes Unlimited game and there is a tendancy to go hog wild with a character with a power for every contingency and purpose. Well, that gets boring fast. Megas are allowable, with Ref approval, but for the most part, let's play characters, not character sheets. Good stuff is fun, but too much good stuff is just gluttony.
I'll add more steps if I think of anything. That should be a lot to start with, however. Be creative, be witty, and for god's sakes, have fun.