Character Creation Notes

Location: San Angelo, California (replaces Bakersfield)

Period: Silver Age with some Bronze Age (mixture of light-hearted adventures and more serious episodes; there was no true Golden Age of heroes)

Morality: Black & white with occasional shades of grey

Sources of Powers Allowed: Genetic Manipulation; Mutation; Psionic powers;
Super Sciences; Training; some other/extra-dimensional energies*.

Sources of Powers NOT allowed: Alien species, Magic/mysticism*, supernatural forces*, extra/other-dimensions or dimensional energies*

Appearance of powers: Known Supers first appeared in 1949. Costumed supers appeared in 1952. It is possible to be a second generation super. There are myths and legends of supernatural creatures, magic, heroes of old, aliens, but no accepted evidence of these things.

Technology has been impacted by ‘super’ science in some areas, and the general level technology is accelerated. Most technology is at a 1990-95 level. See the timeline and the general notes for more technology info.

CAMPAIGN LIMITS/HOUSE RULES (GUIDELINES):
Base: 200 (20-25pts must be spent on skills, especially non-combat skills – you’ve got to make a living, you’ve got a background; you’re not going to succeed in every adventure with just combat.)

Disad: 100 (don’t have to take them all :> ) max points for a single category: 50

Total points: max 300

Caps/Limits: No caps at this time; suggested levels of AP 40-60/power, CV 6-11, SPD 3-7. Tried to figure out rule of X – gave up.

CHARACTERISTICS:
No changes. Ranges to consider would be for a low-to-standard level superheroic game

SKILLS:
No more than +2 levels of any skill level type. More can be bought with experience later.

Only 1 overall skill level per 100 points in your character.

If you want to be the scientist guy, take a close look at:
skill enhancers
cramming/speed reading/eidetic memory combos
familiarity (sure, it’s an 8-, but with help of the time chart, you can build that
powered armor)
New PERKS below

Expanded Background skill list

Everyman skills: Skills all characters can have a familiarity with due their cultural upbringing. Some of these might change if you grow up in a very different culture or due to your background.
Acting, climbing, concealment, conversation, deduction, paramedics, persuasion, shadowing, stealth, AK:home region, TF: small motorized ground vehicles, 4-pts of native language (includes literacy), one PS at 11- to represent job or hobby

SKILL ENHANCERS:
No changes except they must be bought at time of character creation.

PERKS:
Reputation can’t be taken for your hero persona unless you have a really really good
reason for it. You’re brand new to fairly new heroes.

Contacts & favors: You do not have to define these at the start of the game unless you
want to. In the course of an adventure when you need a contact in such-and-such department or profession, you can ask if one of your undefined contacts/favors can fit the bill. If I approve, the contact or favor is defined from then on.
Contacts or favors purchased after the campaign starts must be defined – you are now friends with so-and-so..

TALENTS:
No changes to existing talents.

NEW TALENTS: These are all considered to have stop signs and will be really looked at closely.

UNIVERSAL CONTACT
This Talent is for the character that seems to know someone everywhere. For 25 Character Points, he is considered to have an 11- chance at having a Contact in any situation, +1 to the roll for 5 Character Points. The GM decides on the usefulness of the Contact based on the flow of the game and the situation. Generally, most Contacts are relatively “low level” connections, but more influential connections can be seen if the GM so chooses. This Talent is most appropriate for superheroic campaigns, but it can be seen in any campaign if the GM deems it acceptable. As always, common sense should be used in conjunction with this; if there is no possible way the character could have a Contact in a particular situation, then the GM should not feel required to throw logic out the window and grant a Contact anyway.

Universal Contact Cost: 25 Character Points for an 11- Contact in all situations; +1 to the roll for 5 points.

UNIVERSAL SCHOLAR
This Talent is for characters whose knowledge covers such a broad range that they can reasonably be said to know something about almost everything. For 25 Character Points, he is considered to have the equivalent of an 11- roll in every subject that would be bought as a Knowledge Skill (except Area Knowledge and Culture Knowledge — see Universal Traveler). This roll can be increased by +1 for 5 Character Points. This Talent is most appropriate for superheroic campaigns, but it can be seen in any campaign if the GM deems it acceptable. As always, common sense should be used in conjunction with this; if there is no possible way the character could have knowledge of a particular subject, then the GM should not feel required to throw logic out the window and grant such knowledge anyway.

Universal Scholar Cost: 25 Character Points for an 11- roll with all Knowledge Skills; +1 to the roll for 5 points.

UNIVERSAL SCIENTIST
This Talent is for characters whose mastery of science covers such a broad range that they can reasonably be said to know the basics of almost every science. For 25 Character Points, he is considered to have the equivalent of an 11- roll in every subject that would be bought as a Science Skill. This roll can be increased by +1 for 5 Character Points. This Talent is most appropriate for superheroic campaigns, but it can be seen in any campaign if the GM deems it acceptable. As always, common sense should be used in conjunction with this; if there is no possible way the character could have skill in a particular Science, then the GM should not feel required to throw logic out the window and grant such skill anyway.

Universal Scientist Cost: 25 Character Points for an 11- roll with all Science Skills; +1 to the roll for 5 points.

UNIVERSAL TRADESMAN
This Talent is for characters who’ve seemingly done everything at one time or another æ or who at least seem to be able to pick up any profession almost instantly. For 25 Character Points, he is considered to have the equivalent of an 11- roll in every subject that would be bought as a Professional Skill. This roll can be increased by +1 for 5 Character Points. This Talent is most appropriate for superheroic campaigns, but it can be seen in any campaign if the GM deems it acceptable. As always, common sense should be used in conjunction with this; if there is no possible way the character could have skill in a particular Profession, then the GM should not feel required to throw logic out the window and grant such skill anyway.

Universal Tradesman Cost: 25 Character Points for an 11- roll with all Professional Skills; +1 to the roll for 5 points.

UNIVERSAL TRAVELER
This Talent is for characters whose travels have seemingly taken them everywhere. For 25 Character Points, he is considered to have the equivalent of an 11- roll in every subject that would be bought as an Area Knowledge or Culture Knowledge Skill. This roll can be increased by +1 for 5 Character Points. This Talent is most appropriate for superheroic campaigns, but it can be seen in any campaign if the GM deems it acceptable. As always, common sense should be used in conjunction with this; if there is no possible way the character could have knowledge of a particular area or culture, then the GM should not feel required to throw logic out the window and grant such knowledge anyway.

Universal Traveler Cost: 25 Character Points for an 11- roll with all Area Knowledge and Culture Knowledge Skills; +1 to the roll for 5 points.

DISADVANTAGES:
Master List of Disadvantages is an excellent resource for social/psych/phys limitations

Beserk – not allowed

Psychological limitations – Please avoid psychological issues that prevent you from being
a team member (like loner, violent) or acting like a ‘hero’.

Mystery disadvantage – This is a disadvantage that you don’t know what it is. This can be
taken for any point level up to the maximum for a disadvantage category. You can
take this on your own, we might come up with something due to your background, or this might be earned over the course of the campaign.

POWERS:
No extra-dimensional movement or time travel*.

Other powers with a stop or yield sign will be looked at extra-carefully.

All weapons and gadgets are bought with points. Small, common items may be granted at 0 points with permission.

ADVANTAGES & LIMITATIONS:
Stop or yield signs will be looked at extra-carefully.

*Talk to me about your character concept if you want to do something in this area. Heck, talk to me about the character you want to play and let’s find a way to make it work. Most of these are guidelines, so if you need exceptions, let’s see what can be done.

Character backgrounds/creation/histories/origins:
I would really like to be able to give your character a plot line of their own. To do so, it really helps to have an idea of their history, their life now and what they might be working towards. I know you do this anyway, but getting this down on paper helps me stay organized. I might ask a few questions to help get a handle on stuff.

If you want to be a second generation hero, we can work together to add your predecessor into the timeline. I see two kinds of 2nd generation heroes that I can think of; offspring and inheritor. The offspring is simple – you’re Power Dude’s son. The Inheritor is either given or takes on the previous hero’s name – Steve Rogers is the original Captain America, Bucky Barnes becomes the new Cap when Rogers is killed. The Inheritor could also be offspring – Juan Montoya was Zorro for 20 years and passes the torch to his son Raul to carry on the name. Or if you can come up with something else, let’s rock and roll.

Grown-up side kicks would be acceptable as well, but we’d need to work out some things about history/and starting skill level. Looking forward to it if you want to go this route :)

If you need another super defined for your background (heroic or villainous siblings, your idol, mad scientist who created you, whatever) go ahead and put it in there and we can work on getting that other character defined. They might even make into the timeline.

Major campaign note – there are no super agencies, villainous or otherwise, or major world conquering threats. So no Viper, Dr. Destroyer, Mechanon, etc. Just a note for all those hunteds and genetic experiments.

Back to Golden City Guardians Wiki Main Page

Character Creation Notes

Golden City Guardians CTomC