The Wild Hunt
Campaign Ground Rules
General Description:  My campaign is a combination of the standard Champions, Dark Champions and Teen Champions.  It is possible some minor aspects of the Wild Hunt may be incorporated to some small degree in any campaign I develop.
Importance of the PC's:  The characters may be major players in the affairs of the world, but this would be rare.
Campaign Tone
Morality: 3: There is always a cross over between Good vs. Evil and there is rarely either absolute.
Realism: 3: Combat tends to be realistic, brutal, but non-combat story lines tend toward the romantic.
Outlook: 2: Most of the time everything will work out, provided the characters use their heads.
Seriousness: 3: At times deadly serious and other time totally ridiculous.
Continuity: 4: Almost all of the stories will intertwine but there will be single play scenarios just to let characters know the rest of the world is still out there.
Physical World (Description): The primary world for this campaign is much like present day Earth.  Energy weapons are available but mass production is curtailed by the government to prevent their spread.  Body armor has been improved but is still too expensive for civilians.  Force field technology is almost unknown except for a few talented individuals, most of whom would like to keep it secret.  Personal flight is becoming more and more common as the various agencies accelerate their arms race with their counterparts.  Various hi-tech weapons and protection may have managed to filter out to the general populace. 
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 20 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: I do not allow this. (US pg. 251)

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