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Character Creation

Step One: Choose one of the two archetypes available: "Adventurer" or "Mutant."

The "Adventurer" archetype is most likely the one you'll want to take if you have a yen to play men in masks, daredevils, and vigilantes and other men of action and guts.  While rare, Adventurers are far from unheard of.  Adventurers are typically not reluctant heroes.  

When creating a character, Adventurers are limited in the "powers" they make take - throwing energy blasts and being able to lift a tank are not within the realm of human endeavor.  However, the realm of human endeavor encompasses quite a lot.  

It is not unreasonable for a pulp hero to have these attributes at low levels: "Armour, Attack Combat Mastery, Combat techniques, Defense Combat mastery, Divine Relationship, Extra Attacks, Extra Defenses, Feature (Appearance), Flight (Via jetpack/copter pack, etc.), Gadgeteer, Gadgets, Heightened Awareness, Heightened Senses, Henchmen, Highly Skilled, Item of Power, Massive Damage, Organizational Ties (Legion), Sidekick, Special Attack, Tough, and Wealth"

It is extremely rare for pulp heroes to have low levels of Telepathy (The Shadow, for example, definetly had mind control...) but these characters should be very rare.  

Appropriate defects for pulp heroes include: "Activation Time, Blind Fury, Conditional Ownership, Famous, Nemisis, Phobia, Significant Other, Skeleton in the Closet, Unappealing, and Wanted"

The "Mutant" archetype is the "superpowered" archtype.  Mutants (in this setting) are typically normal people who, quite literally, woke up with strange and unusual powers.

It's important to remember that (especially in the early X-men comics) Mutants typically had problems to match thire powers. For example, Wolverine's regenerative capabilities come at the cost of an animalistic nature - Cyclops cannot turn his power of, and characters such as "The Beast," "Nightcrawler," and "Rogue" have powers that have disfigured them - or worse.

Socially, Mutants have yet to recieve any stigma. That is only because they are not yet classified into a group - someone spouting off strange Fortean events is likely to be persecuted - just individually, instead of as a group. Thus, no fancy names, no yellow spandex.

There are few limites on powers for Mutants (other than the 50 point total imposed by the game mechanic.) but it is a good idea to avoid duplication of powers of other PCs. Whatever character type you decided to play, please remember that it's not the powers that make the character.

The Questionaire:

This questionaire is designed to give me a good idea of what character you want to play.
 
WHO ARE YOU?

Mutant Or Pulp Hero?
Type:
Name:
Concept:
Theme:
Name your greatest virtue.
Name your deepest weakness.

WHAT DO YOU WANT?

What motivates you?
What do you fear?
What makes you angry?
What drives you to your greatest nobility?

WHO DO YOU SERVE?

What is your occupation?
What loyalty do you have to your job?
What political ideology do you have?
What religious ideology do you have?
What affiliations have you made to further yourself?

AND WHO DO YOU TRUST?

Who are your friends?
Who are your relations?
Who is your mentor?
Who is your nemesis?
What is your opinion of the Legion?
What is your opinion of Pulp Heroes in general?

Reworked Attributes:

Dramatic Editing (Pulp Hero)
Cost: 2p/level
Type: Pulp Heroes Only.
Progression: Special
Reduction: None
Restrictions: none.

A character possessing "Dramatic Editing" represents an uncanny - but not unnatural - serendipity. The character may treat 1 level of Dramatic Editing as two levels of Divine Relationship (for rerolling dice) or as defined below to alter probability and chance in their favor. Levels of dramatic editing can be used to represent lower levels of the power.  Alternatively, characters may spend thier Dramatic editing on creating coincidences that affect the character.  

To affect a minor coincidence (The cops will eventually see the fire, Someone in the neighborhood heard the gunshot, the girl scout on the street happens to have medical training) costs 1 level.  

To affect a major coincidence (Luckily, I brought my lockpicks before I left the house - I happen to know where we can find a small oasis in this desert.) costs 2 levels.  

A livesaving coincidence (Look, I found a parachute! - the bullet ricocheted off my Marshall's badge) costs 3 levels.  

An improbable coincidence (This car also doubles as a submarine - I happen to be immune to the poison I just drank) costs 4 levels.

And an impossible coinicdence (I've trained my dog to steal the exact key to our jail cell from sleeping guards. - I didn't die!  You killed my evil twin brother!) costs 5 levels.