Jun. 25th, 2008

omorka: (Dice Dice Baby)
Just to clarify some stuff from the earlier post:

1) Just because the rules are all about the flashy fight sequences does not mean that this is going to be an all-combat-all-the-time game. After all, fighting in school will get you in trouble! We're going to be stretching the system a little bit and going cinematic on other things, too - think the prank sequences from Real Genius, or the Hundred Mile Dash from The Incredibles. Characters who have abilities other than combat are more than appreciated!

2) This is not a Supers game per se. Metahumans should have some explanation for how they got that way. The GM gets to determine whether a particular metahuman origin is plausible in this universe. In particular, the X-Men origin of "I'm a mutant; I was born this way" is not, in and of itself, sufficient. The aftereffects of psi, magic, or alien technology having been used on one could all be plausible. Also, metahuman powers should be limited either in scope or in power.

3) Playing a mage is A-OK, but you need to have some idea of how your magic works - and, again, some types of magic do not fit in the universe, so you may have to tweak your concept. In particular, this is not the Potterverse; magic should require more effort than that.

4) Psis are A-OK, but you need to specialize. You can't start as a Jean Grey-style telepath and telekinetic; pick one. While it is a good idea to have an "origin story," psi is one of the abilities where "I was born like this" is acceptable.

5) Shapeshifters need explanations. Therianthropy is an acceptable explanation; it is assumed in this setting that a therianthrope changes uncontrollably at the full moon and sometimes under severe stress, and controllably when otherwise needed, although the process is exhausting either way. Technological and magical explanations are also okay, but need to be similarly limited in duration.

6) Supernatural creatures (fae, vampires, revenants, goblins, etc.) and aliens need to be cleared with the GM for play balance.

7) Mundanes need to have a reason for being there, such as photographic memory, best guitar player in a century, etc. A Nightwing-style "mundane super" would work. Martial artists with genuine chi abilities are not mundanes and need no further explanation for enrolling.

8) Time travel per se is not possible within the system. Dimensional travel is, and it is possible to travel from one universe to another that is practically identical to the past of one's own. All future tech carried by dimensional refugees must be cleared with the GM.


If you're local and interested in playing, hit me with a character concept and let me know what times (Saturday during the day, weekend nights, weekday nights, alternate Mondays, etc.) are good for you.
omorka: (Dice Dice Baby)
Just to clarify some stuff from the earlier post:

1) Just because the rules are all about the flashy fight sequences does not mean that this is going to be an all-combat-all-the-time game. After all, fighting in school will get you in trouble! We're going to be stretching the system a little bit and going cinematic on other things, too - think the prank sequences from Real Genius, or the Hundred Mile Dash from The Incredibles. Characters who have abilities other than combat are more than appreciated!

2) This is not a Supers game per se. Metahumans should have some explanation for how they got that way. The GM gets to determine whether a particular metahuman origin is plausible in this universe. In particular, the X-Men origin of "I'm a mutant; I was born this way" is not, in and of itself, sufficient. The aftereffects of psi, magic, or alien technology having been used on one could all be plausible. Also, metahuman powers should be limited either in scope or in power.

3) Playing a mage is A-OK, but you need to have some idea of how your magic works - and, again, some types of magic do not fit in the universe, so you may have to tweak your concept. In particular, this is not the Potterverse; magic should require more effort than that.

4) Psis are A-OK, but you need to specialize. You can't start as a Jean Grey-style telepath and telekinetic; pick one. While it is a good idea to have an "origin story," psi is one of the abilities where "I was born like this" is acceptable.

5) Shapeshifters need explanations. Therianthropy is an acceptable explanation; it is assumed in this setting that a therianthrope changes uncontrollably at the full moon and sometimes under severe stress, and controllably when otherwise needed, although the process is exhausting either way. Technological and magical explanations are also okay, but need to be similarly limited in duration.

6) Supernatural creatures (fae, vampires, revenants, goblins, etc.) and aliens need to be cleared with the GM for play balance.

7) Mundanes need to have a reason for being there, such as photographic memory, best guitar player in a century, etc. A Nightwing-style "mundane super" would work. Martial artists with genuine chi abilities are not mundanes and need no further explanation for enrolling.

8) Time travel per se is not possible within the system. Dimensional travel is, and it is possible to travel from one universe to another that is practically identical to the past of one's own. All future tech carried by dimensional refugees must be cleared with the GM.


If you're local and interested in playing, hit me with a character concept and let me know what times (Saturday during the day, weekend nights, weekday nights, alternate Mondays, etc.) are good for you.

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