Character Building Guidelines
( 1) Starting Points for PC's:
200 points ( 2) Maximum Disadvantage Points
for PC's: 150 points
Maximum
points from one Disadvantage Category: 60 points
( 3) Characters may take Characteristics
Maxima Disadvantage: No ( 4) Characters may carry normal
technology at no cost: Yes, but only with GM permission. Any
equipment that becomes 'standard' for a character must be payed for with points.
A few minor items I tend to consider a part of
the character at no cost, this includes personal communications and perks such
as 'police powers'. On a limited basis, items of protection, i.e. body
armor, and various flash defenses, I allow for a few sessions until the
character is able to pay for the item.
NOTE: When it comes to points, well, I pretty
much ignore them if the character presented has been well thought out with an
interesting Background or Power Set. Any extra points that I give will
only be used to express that interesting background or fill out an interesting
Power Set, not 'but you gave Amelia extra points!'. These points
are only earn through creativity, period.
Power Levels |
Beginning
Range |
Maximum |
STR |
10+ |
75* |
DEX |
10+ |
35* |
INT |
10+ |
35 |
EGO |
10+ |
35* |
PRE |
10+ |
35 |
SPD |
4-6 |
7* |
Attack Powers (Active Points) |
10+ DC |
15 DC* |
Defense Powers (Total)
# |
20+ |
70 |
Combat Levels |
0+ |
5 total |
Skills |
11- |
16- |
*There can be exceptions to the above
rules but each case must be reviewed by the GM.
#Totals includes all Physical, Energy, Mental, Power, Flash type Defenses as
well as Damage Reduction.
Note: To determine this number I simply
add the Active Point cost of all Defenses together. In this case I do not
include Reduced END but do include Hardened.
Generally, the only
type character that can exceed a 75 STR is a Brick. Generally, the only type character that can exceed
a 35 DEX is a Speedster. Generally, the only type characters that can exceed a
6 SPD is a Martial Artist
or Speedster.
Generally, the only type characters that can
exceed a 35 EGO is a Mentalist
Note: I
consider these limits to be for newly created characters only. Experenced
characters are allowed to exceed anything provided I am given an excellent
reason. 'But that's
what I wants!' is not an excellent reason.
Campaign Rules
( 5) Combat uses Hit Location Charts
for Attacks on non-supers or for aimed shots.
(5th rED pg.414)
( 6) Knockdown Rules are not used.
(5th rED pg.417) ( 7) Long-Term Endurance Rules are
used.
(5th rED pg.425) ( 8) Pushing Rules are used. (5th rED pg.427)
( 9) Optional Range Modifiers are
used.
(5th rED pg.374) (10) Wounding Rules are used.
(5th rED pg.414) (11) Placed (Aimed) Shot Rules are used.
(5th rED pg.415) (12) Special Hit Locations Rules are used.
(5th rED pg.415) (13) Sectional Defenses Rules are used
as appropriate.
(5th rED pg.415) (14) Impairing Rules are used.
(5th rED pg.416) (15) Disabling Rules are used.
(5th rED pg.417)
(16) Bleeding Rules are used.
(5th rED pg.417) (17) Knockback Rules are used.
(5th rED pg.418)
(18) Endurance in Superheroic Campaign
rules are used: 10 Active Points cost 1 END
per Phase.
(5th rED pg.425) (19) Healing Rules are used, however a
wound may only have one Healing applied to
it.
(5th rED pg.185) (20) Individual wounds are tracked in
order to facilitate (19) above.
(5th rED pg.186) (21) EGO can be used to resist Presence
Attacks.
(5th rED pg.428) (22) Characteristics placed in an Elemental
Control/Multi-power must be approved.
(23) Martial Arts may not be simulated
by Powers if an appropriate maneuver is available.
Optional Powers/Skills/Talents/ Maneuvers
Used
(24) All Optional Combat Maneuvers
(25) Cloak: Ego-based Skill equates
to 'Mental Stealth': (UM pg. 14)
(26) Facade: Ego-based Skill equates
to 'Mental Disguise': (UM pg. 14)
(27) Veil: Ego-based Skill equates
to 'Mental Concealment': (UM pg. 14) (28) Latent Mentalist: Talent allows
a character to be considered a 'mentalist'. For me this means that the
character may, in the future, develop into a full Mentalist. This
is NOT required if the charactrer begins with at least one 'mental power'.
(UM pg. 17) (29) Mental Defense: Considered
a 'figured' characteristic: EGO/5=MD. This 'figured' Mental Defense does NOT satisfy
NND requirements as a Defense. (UM
pg. 12)
Note: Some
amount of Mental Defense
(minimum 5 points) must be purchased to be considered proof
against such NNDs. (30) The Ultimate Mentalist: All
Powers/Skills/ Talents
(31) The Ultimate Martial Artist:
All Powers/Skills/Talents/Combat Maneuvers
(32) Dark Champions: All Powers/Skills/Talents/Combat
Maneuvers
Advantages and Limitations
(33) Independent:
I don't like this Advantage,
but if you beg for it and I let you use it, expect to lose the Independent item
at some point. It WILL happen. Changes In Standard Rules
(34) Cramming: If the Skill being
Crammed relates to a Skill Enhancer the character
possesses, such as Scholor, Linguist, etc. then the Skill Roll is 11- instead of just an 8-.
(35) Armor Piercing:
For this I prefer that every point of Body scored
on the appropriate Defense is reduced
by one rather than the defense being halved automatically. As with the
standard rules, multiple levels of Armor Piercing has no effect beyond
the first unless a defense is Hardened.
Things I look at VERY closely or do not allow (36)
Damage Reduction: This one I RARELY
allow unless the appropriate normal/resistant defenses
are reduced accordingly. (see Defense Powers (Total)#
above)
Note: The exception being
'only vs. a particular SFX' and in that particular case it would not be counted
in the Defense Powers (Total). (37) Desolidification: There is an obvious
danger of game unbalancing here and but as
my own character has Desolidification I must consider it fairly.
Note: This power does allow effective Invulnerabilty
but only to a specific and limited SFX, i.e. not vs. broad categories such as Magic,
Elemental Powers, etc. Note: Even though
Desolidifaction provides a nearly perfect defense,it is NOT a Defense Power
therefore it does not add to the Defense Powers (Total). (38) Extra-Dimensional Movement: I do
not object to the power as it is, what I do limit is
the Temporal ability.
(39) Regeneration: Regeneration
from death is annoying. A character so equipped has
no fear of death. To counter this I will allow it but will restrict
the time delay so it is
all but impossible to return to a specific combat.
(40) Enter The Speed Zone: Recently I have had a change of heart
concerning this rule and after playing with it have decided it is viable.
(Jun 4, 2019)(US pg. 251) |