If I am allowed to GM this. These are my ideas.
CAMPAIGN TYPE: It's a 4color game - so everyone are superheroes.
Characters with claws, swords, guns or other such weapons (especially if used ultra violently) are probably going to have a hard time. (Though I can make due with it, since both Enforcer and Evergreen have those, but use them sparringly)
Lethal characters are another story. Sometimes there are situations where being lethal is necessary (Demons, robots, utter psychos that give you no choice), but I would like to steer clear of that (Those kinds of characters cause me a lot more work and take away from my side of enjoying a game).
CHARACTER GENERATION: Far as rolling up characters. Frankly I don't want anyone to outshine the other PCs (too much)... although I do want the PCs to stand out (if they can). Not sure how that translates for rolling purposes or generating characters.
I guess I could allocate points (for attributes) and allow you to custom build your characters. No rule raping... like giving yourself a 5 charisma to allot more points into other attributes, you must at the very least get "no reaction bonus on the chr chart)... so nothing below an 8 on Chr.
BASIC HITS: If you character weighs 10lbs over 150 lbs, I round that up to "4" basic hits (cause everyone needs every hp they can get).
POWERS: If you have a sound idea. I will be more than happy to hear it, most likely I won't have a problem with it.
We can do it this way as well, so far as powers are concerned. I'll allow you 4 powers with one weakness (-1 power to remove auto-weakness)
Otherwise I can roll it on my end and we can do it the standard way, 1d6 + 2 (-1 power to remove auto-weakness).
I probably don't have to state this... but I am sure you guys know that certain power combinations are kind of unfair... like Hgt Str and Gravity/Magnets etc.
Origin/Background is wholly up to you. If you want to say that you have fought a few armed criminals, that is fine with me. Your occupation is up to you as well. Just have a sound reason for having it. Inheritor is fine as well. (I just hope everyone doesn't take it). For this I will need a bit of background on the what's, where's and how's.
WORLD:
How we initially start out is really determined by the amount of PCs we get. Though I probably won't accept over 5 (at this time).
I would like this world to feature the Crusaders in it and eventually in your PC's lives.
Backdrop is Manhantten, NY. They have the Crusader Citadel (Though there is no Space Shuttle... sorry) and are in great standing with both the Goverment and the NYPD (law).
With the Crusaders. You all will get six team members to start off with (don't worry.. they have lives, jobs, buisness, school, etc. They can't all always be there hoggin the glory. LOL).
Little something on the CRUSADERS: All of the Crusaders now have ability scores of 14 and higher. Partially due to training. You can see (listed below) they have different levels at the start of this game than they do in the Adventure: CaCC.
I'm leaving them at the level to reflect their experience as heroes (I don't think this is a biggie as their hp were so low on some of them that it was bordering on ridiculous - Particularly Laserfire).
I would like it if you tried to configure your character's powers/abilities around those that the six have, them being;
Manta Man 6th: Lightning/aquatic super-suit (does not knock out armor for those who want it) Evergreen 6th: Plant control (plus a mutation involving that). Enforcer 5th: Force Fields/Guns (ugh). Dreamweaver 4th: Illusions/Telekinsis/inviso Laserfire 3rd: Lasers (Who I altered and gave him flight and Hgt Senses. Which is how it is on his "handy-sheet" I have) Blizzard 2nd: Ice powers (Though I took away his vibratory powers and left him the ability to pass through objects).
Of the Crusaders. Evergreen is around almost all the time. Blizzard is pretty open and avalible a lot. Enforcer is next (and he is Co-leader). Manta Man can get away when he wants (just not always quickly). and finally, Both Laserfire and Dreamweaver have school schedules.
FOES: Though I realize probably all of you know the powers and stats of the foes in the V&V material pretty good. I am going to keep mine the same as my initial write ups of them. Some have changed drastically. Others haven't (Nearly all of their origins are extended).
I do have a list of the villains (Known villains) that probably make the headlines or are news worthy enough.
I have a similar list for the heroes as well. Some I had to make up. Though most all the heroes in the states are what I call "News worthy".
ORGANIZATIONS: There are a lot around. Though it isn't very likely that the PCs before they became heroes would know anything about them.
Well. That is some of it. Let me know what you think.
Cya G7
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