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The dream that was Camelot
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Campaign Summary
Campaign created Saturday, December 19, 2009 02:35:50 AM by
Halfwit
Camelot is a 6th edition bronze age episodic campaign based in "Center City" an amalgam of Atlanta, New York, and LA as the need suits. PCs can be totally unknown to local celebrities. It's my first campaign in a very long while so please be kind.
Campaign Description
[Work in Progress. I thought I'd float a balloon to see if there's interest enough. Planning for a start after the New Year.]
While individuals displaying superhuman abilities have been publicly known since the Great War, the incidence of such individuals has been quite rare perhaps 1 or 2 in a generation. That all changed starting in the 1960's and has been geometrically increasing since that time. The emergence of these "supers" generally followed a clustering effect, several would arise in a very short period of time in a specific location, and then none for several years. General Notes on the world: Antisocial behavior by superhumans was almost unknown until the 1980s where it was dealt with as a normal criminal matter. More recently, new superhumans have engaged in unspeakable acts and there is a popular move in the country to treat such acts as terrorism or treason. The Not Quite Normal Superhero Campaign Character Creation Guidelines Each of the following Tables summarizes the campaign rules for each detailed characteristic. They are divided into 5 levels. Level 1 should be considered the campaign floor characters with abilities below Level 1 may not survive the campaign. No concept justification is required for abilities at Level 1. Level 2 represent a range of abilities where some concept justification is appropriate, but not required. Level 3 abilities are the "soft cap." Abilities in the range of Level 3 require some concept justification, furthermore abilities in Level 3 are the maximum for abilities outside the character's "schtick." Schtick is defined as that which primarily defines your character and makes him/her/it unique. Level 4 abilities represent that range of abilities for characters who are closely associated with the ability but not primarily defined by it. This is the maximum level of ability for concepts such as "demi bricks" and the like. Level 5 abilities are defining abilities, abilities in this level are or form a significant part of the character's schtick. Speed: L1 Speed 2 L2 Speed 3 L3 Speed 4 L4 Speed 5 L5 Speed 6 Resistant Protection L1 rDef 9 L2 rDef 15 L3 rDef 20 L4 rDef 25 L5 rDef 35 DCV L1 DCV 5 L2 DCV 6 L3 DCV 8 L4 DCV 10 L5 DCV 15 OCV L1 OCV 3 L2 OCV 5 L3 OCV 8 L4 OCV 9 L5 OCV 11+ Damage Classes L1 6 DC's L2 8 DC's L3 10 DC's L4 12 DC's L5 14 DC's All characters are still subject to the Mark 1.0 GM Eye ball test, but these guidelines should provide you with a better sense of what abilities are necessary to create a particular concept. Under these guidelines, the average superhero level antagonists has a CV of 8, 10 Damage Classes of attack, and Resistant defenses of 15-20. All characters have 25pts of Mystery Complications. Characters may use "normal" technological items they could afford, cell phones, motor vehicles, etc. provided they do not have a direct impact on combat (so no running over the bad guys with the Escalade). Remember that such items are registered to a secret ID and reasonably discoverable. (Work in Progress) |
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Halfwit
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