No announcement yet.

EARTH-Q: A custom setting

  • Filter
  • Time
  • Show
Clear All
new posts

  • EARTH-Q: A custom setting

    This thread is to detail the world of the custom setting I plan to GM in soon: Earth-Q.

    The tone is more serious than light-hearted; it has been influenced by the web serial Worm, but is not meant to be dark or bleak. This world has its share of tragedies, but day-to-day a more colorful experience is the norm.

    The players of this setting take on the role of superheroes--"capes," they're sometimes called--sharing a fictional city in the United States. While game sessions will range from "villain-of-the-month" to dealing with larger background plots, there should be an occasional interaction with world-spanning events.

    There will be several more posts throughout the coming week to flesh out the details of this setting. My local RPG groups have a lot of fun playing in it; hopefully others will too.


    Aug. 6, 1945

    The war had been won in Europe, and was entering it's closing stage in the Pacific. The Pentagon's secret committee--headed by Einstein, Godel, Planck, Schrodinger, John von Neumann and Quaker--had already contributed to a weapon that would win the war with one strike.... the reality-warping Quantum Bomb.

    The test bomb had went exactly as planned. A brilliant flash, and then... nothing. The entire area of effect, a radius of over a mile, was wiped flat and clean, smooth as glass. Secure in the knowledge that their device worked flawlessly, the U.S. military waited for Hollow Man to drop over Hiroshima.

    It did. And then the world changed. Most scientists peg the fact that the second Quantum Bomb detonated on earth failed to take into account that a Quantum Bomb had already been tested earlier, as the reason things went wrong. But regardless of the "why," the bomb did not quite do what it was expected to. Oh, the war was ended... but only because the entire mid-section of Japan suddenly became host to innumerable monsters, some as large as skyscrapers, and many with strange, hideously-cute appearances. Their aggressive natures and odd abilities immediately began racking up a death toll. Communications from the island quickly ceased, the last broadcasts detailing the horrors of the assault of the "Neemays".

    No one has dared entered Japanese airspace or waters since that day.

    The Allies awkwardly took the effective erasure of Japan as a win, but the celebrations were overshadowed by residual quantum effects worldwide. People, objects, and even locations were entangled with quantum fluctuations granting them strange abilities. Odd creatures and even mysterious persons appeared, claiming to have been around for ages... despite no one having heard of them, or having seen evidence of them, before The Bomb. The initial rush of madness convinced the government that Japan wasn't just a fluke, and all information regarding the Quantum Bomb was buried.

    Now, over half a century later, the world has come to learn to live with, if not necessarily embrace, the quantum fluctuations. People with superpowers, objects with magical traits, and locations that twist the laws of reality all exist on Earth-Q. And it is in a too-be-determined fictional city in the U.S. that our story will begin.
    My builds can be found in the Roll Call forum [url=]here[/url]. And, here's the latest version of [url=]The Cast[/url].
    Currently playing in: [url=][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].

  • #2



    Since the Quantum Bomb, technology has exploded. The general public of Earth-Q is slightly more advanced than our world, but individuals and organizations can posses technology that borders on magic in its properties. Some speculate that the governments of the world work behind the scenes to try to slow the development of technology, as it seems to sometimes move faster than society can handle.


    Since people began developing superpowers, it was only natural for them to begin exercising them to various degrees. Perhaps surprisingly, one of the first people to develop powers of significance dedicated himself to saving others and benefitting humanity, setting a trend of empowered people following in his footsteps. These superheroes, and the superpowered individuals who deliberately set themselves up to oppose them, are frequently called "capes." Including non-capes, estimates are that there are a few dozen thousand empowered humans across the globe, or about 1 in 100,000.

    There are any number of ways for people to be empowered to the degree that they are called "capes." Most rare is the spontaneous development of superpowers; other capes tend to view such an origin with skepticism. Usually it's either (1) some sort of incident involving a randomly-appearing (and quickly disappearing) Quantum Point; (2) being born to one or more parents (or grandparents) with superpowers; (3) the result of futuristic technology or science; (3) learning magic (a mysterious force that is resistant to analysis and picky about who can wield it) ; (4) having access to an empowered artifact of some sort; or (5) being either an ancient, immortal being of some sort (or someone from an ancient, strange non-human race.) Note that any superpowers with an origin other than possibly #3 have the descriptor "Quantum" attached to them, along with any others.

    Quantum Points

    These usually appear as a glowing, narrow, ragged "tear" of sorts in space, ranging in size from several inches to, on rare occasion, dozens of feet in length. While the vast majority of people never encounter one, they can appear at random anywhere, usually lasting anywhere from 30 seconds to a few hours before disappearing forever. Probabilities in the vicinity of a Quantum Point typically go haywire, the most bizarre events occur (almost always negative to anyone nearby,) and There are a few periodic Quantum Points on the planet that make regular appearances in the same place, and are typically under heavy guard by the government controlling that space. And there is even one seemingly-permanent Quantum Point in Sentinel City in the U.S. (although its name, "The Mundane Quantum Point", suggests why the locals and the feds are satisfied with simple fencing and glass encasement as sufficient protection for it.)

    World Politics

    Global politics on Earth-Q didn't deviate too far from our world. China still became communist, although both they and Russia didn't attempt to expand as much as in our world. Vietnam, Cuba and Korea were all spared war. Israel was still established as a nation-state. The Soviet fall was more of a deliberate (if inevitable) transition, and both East Germany and eastern Europe broke away much sooner. The presence of capes surprisingly kept things somewhat more stable, and was an overall positive effect globally (even if other fallout from the Quantum Bomb weren't so positive.) In particular, African colonies broke away and developed much faster, and the entire continent has few dictators of note; it is an economic powerhouse in its own right. Finally, the relatively recent organization of The Seven (a gathering of the seven most powerful superheroes on the globe, originally started in the mid-1980's) also influences things, as they take it upon themselves to enforce international--and sometimes national--stability in different areas of the world.


    Most governmental and private organizations that deal with capes share a classification system, officially called the "Quaker Classifications," to more easily identify the potential (for good or ill) of empowered beings. At the low end, there is D-Class, then C-Class, B-Class, A-Class and finally S-Class. Specifications for the classifications will be detailed later. Players will (usually) be playing A-Class characters, although if a character has a fun concept that essentially translates to a B-Class character, that may be allowed (S-Class builds, regardless of PL, will be asked to submit a different character.)
    My builds can be found in the Roll Call forum [url=]here[/url]. And, here's the latest version of [url=]The Cast[/url].
    Currently playing in: [url=][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].


    • #3


      In the world of Earth Q, people with powers may react in various ways... keeping it secret, becoming a cape (superhero or supervillain) or just being "a Q", someone who is open with their powers in front of the masses but without the heroics or villainy of the capes.

      Various organizations and governments across the globe have come up with a classification system for the empowered; you should become familiar with these, as they allow for quick analysis of an enemy's potential.


      An empowered individual, item or location is considered D-Class if they possess:

      1) only inconsequential powers (ex: changing your own skin to a single primary color)


      2) only powers of slight utility but without enough control to be useful (and with no inadvertent destructive potential)

      Generally, you cannot be considered D-Class if you can be at all deemed dangerous to a normal, unempowered person. Many people with D-Class powers successfully hide them (as they're not too useful,) and so estimates of the number of empowered people worldwide tend to vary wildly when including D-Class individuals (the prior estimate in the Overview didn't stress D-Class inclusion.)


      An empowered individual, item or location is considered C-Class if they possess:

      1) powers of minor consequence and utility, along with reasonable control


      2) powers of notable scope/utility but with a lack of control that does not result in inadvertent destructive potential

      Generally, serious effort or creativity is required for a C-Class to be dangerous.


      An empowered individual, item or location is considered B-Class if they possess:

      1) powers of notable scope and utility, but lacking massive destructive/creative capacity and also lacking finely-honed control


      2) powers with a notably destructive lack of control


      3) one of several specific powers, including:

      - Invisibility
      - Low-level broad-scope transmutation
      - Moderate probability manipulation
      - Mind-reading
      - Low-level teleportation
      - Near or actual physical invulnerability
      - Intangibility
      - Broad-scope appearance alteration
      - Any power with a primarily psionic/psychic component
      - Ability to alter other's powers

      Generally, a B-Class can be dangerous at will. The majority of low-level capes fall into this classification.


      An empowered individual, item or location is considered A-Class if they possess:

      1) powers of notable scope and utility, as well as either massive destructive/creative capacity or finely-honed control (but not both)


      2) powers with a massively destructive lack of control


      3) several specifically-B-Class powers together


      4) one of several specific powers, including:

      - Undetectability/unnoticeability
      - Moderate broad-scope transmutation
      - Low-level reality-warping powers
      - High-level probability manipulation
      - Mind control of most sorts (incl. mental illusions)
      - Moderate teleportation
      - Moderate spatial manipulation
      - Superspeed
      - Broad-scope shapeshifting/morphing
      - Minor time manipulation

      Generally, an A-Class can be quite dangerous, and often has to take care to not cause collateral damage. The vast majority of high-level capes fall into this classification.


      An empowered individual, item or location is considered S-Class if they possess:

      1) powers of notable scope and utility with both massive destructive/creative capacity and finely-honed control


      2) powers of incredible, rarely-encountered scope and utility


      3) powers with an existentially destructive lack of control


      4) several specifically-A-Class powers together


      5) one of several specific powers, including:

      - High-level broad-scope transmutation
      - Moderate-level reality-warping powers
      - Pure quantum powers
      - Interplanetary-range teleportation
      - High-level spatial manipulation
      - High-powered mind control (multiple people, permanent, etc.)
      - Broadly-selectable powers-on-demand
      - Metamorphing
      - Major time manipulation

      S-Class entities are remarkably rare, and often require combined cape resources to deal with; an A-Class cape taking on an S-Class supervillain alone is generally considered suicide. While an S-Class is obviously dangerous, often their control over their power is so precise that collateral damage is practically never a concern.
      My builds can be found in the Roll Call forum [url=]here[/url]. And, here's the latest version of [url=]The Cast[/url].
      Currently playing in: [url=][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].


      • #4

        <coming soon: LOCATIONS>
        My builds can be found in the Roll Call forum [url=]here[/url]. And, here's the latest version of [url=]The Cast[/url].
        Currently playing in: [url=][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].


        • #5

          <coming soon: CHARACTERS>
          My builds can be found in the Roll Call forum [url=]here[/url]. And, here's the latest version of [url=]The Cast[/url].
          Currently playing in: [url=][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].


          • #6
            Recent History

            <coming soon: RECENT HISTORY>
            My builds can be found in the Roll Call forum [url=]here[/url]. And, here's the latest version of [url=]The Cast[/url].
            Currently playing in: [url=][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].


            • #7



              These are various deviations from the Mutants & Masterminds 3ed RAW (Rules As Written) that will be in effect when I run games in this setting. Some are to "fix" elements that seemed deficient (compared to 2ed,) some are to clarify or address issues that were unaddressed by the core handbook. These houserules and clarifications should supersede any rules from secondary books such as the Gamemaster's Guide, although players should feel free to bring up what they feel to be potential issues.

              PL, PP and Tradeoffs

              PCs used in this setting should, at default, be built to PL 10, 150pp. You may also make tradeoffs as normal, such as increasing Toughness at the expense of defenses, or increasing effect ranks at the expense of accuracy. Tradeoffs are, as usual, limited to half of PL (rounded down.) An exception can be made for close combat fighters or non-powered PCs; they can trade in favor of defenses and/or accuracy +1 more ranks than normal.

              In addition to the normal tradeoffs, PCs will be allowed to trade Power Levels for PP, at a cost of 15pp per PL, up to two levels either way. This means you could choose to have a character that is PL 8 with 180pp, PL 9 with 165pp, PL 11 with 135pp, or PL 12 with 120pp.

              New Advantages, Extras, etc.

              New Advantages:
              Skill Specialization: When purchased, this Advantage must be applied to a specific aspect of a specific Skill. It grants the character a +5 to using that Skill, but only when making use of that particular aspect of the Skill. Examples include Skill Specialization: Deception (Innuendo), to grant a +5 on top of the Skill's rank whenever using Innuendo, or Skill Specialization: Expertise - Science (Biology), showing that the character's specialty is Biology and they get a +5 when it comes into play, but that they are also good at science in general. You may purchase this multiple times for a single Skill (ex: Biology, Mathematics and Chemistry, all applied to Expertise - Science) but only once per specialization. This cannot be used to exceed PL limits. The GM has final say over whether a specialization is allowed.
              Quick Feint: You may Feint in combat (using Deception or Agile Feint) as a Move Action without penalty.
              Quick Stealth: You can use Stealth to hide while moving at your full speed rank without penalty.

              New Extras:
              Hover: For Flight and/or Swimming, cost is a flat 1pp. If the character is rendered Incapacitated (or otherwise unable to take Free Actions) while in motion, they quickly slow to a stop, and remain hovering in place. Cannot have Hover and Slowfall on the same power.
              Slowfall: For Flight and/or Swimming, cost is a flat 1pp. If the character is rendered Incapacitated (or otherwise unable to take Free Actions) while using the effect, they slowly fall to whatever surface is below them, without harm. (For Swimming, they rise to the surface instead.) If the character was in motion, their forward momentum quickly halts as they fall/rise. Cannot have Slowfall and Hover on the same power.

              New Condition:
              Thrown: This is the condition of either falling or otherwise moving through the air outside of one's control. Like Prone, the Thrown condition has its own Recovery Rules. Typically, a Thrown character receives and loses the condition on the same turn after traveling an GM-determined distance, usually from 6 to 30 feet. In microgravity environments however, the character retains the condition until an outside force acts on him, or an appropriate movement action is taken. For minions, it's reasonable that moderate-ranking effects that impose the condition remove the minion from combat like any other third-degree condition. Under most circumstances, the character also loses the condition upon impact with a surface or sizeable object. As a condition inflicted by the Affliction effect, Thrown is a third-degree condition, and should normally be grouped with Hindered and Prone. Characters may use their strength or a similar effect (such as Move Object) to inflict this condition on a target after a successful grab. They may also use suitable effects to deliberately induce Knockback, which imposes the Thrown condition (see Knockback, below; also see my forum proposal for the condition, here.)

              New Flaw:
              Obvious: Normally, most powers are noticeable. This flaw, applied to a noticeable power, means that the power isn't just noticeable, it actively draws attention to itself. An Obvious force field may gleam brilliantly, distracting nearby pedestrians and drivers, or may be accompanied by a loud, grating, easy-to-locate whine. An Obvious laser blast might be loud and bright, possibly erupting with a small explosion as it fires. Obvious Protection may be a clunky battlesuit that fills the room with exhaust, rather than scales, which would merely be Noticeable. The refund is 1pp when applied to a Noticeable Effect. If the Effect is instead Subtle, then either remove the Subtle extra or add the Noticeable flaw before applying Obvious.

              Houseruled Effects, etc.
              Bruises & Damage: We'll officially use the 2ed term "Bruises" to describe the -1 to Toughness Saves caused by Damage. In addition, stronger hits can add more Bruises than normal. Failing against Damage by 2 degrees results in being Dazed (as normal) and 2 Bruises rather than 1. Failure by 3 degrees results in being Staggered, and 3 Bruises rather than 1. Failure by 4 degrees results in being Incapacitated AND 3 Bruises. Failure by 5+ degrees results in being Incapacitated and Dying (in some cases, outright Death) along with 3 Bruises.
              Vulnerable & Defenseless: Whenever a target is rendered Vulnerable or Defenseless, their active defense are, at minimum, reduced by 1 or 2 respectively, even if that causes their defenses to become negative. Under the RAW, targets with very low active defenses wouldn't lose much if anything from either condition, and targets with negative active defenses might actually see their defenses increased. This addresses such cases.
              Takedown: The number of total minions that can be taken out with Takedown & Takedown 2 is capped. The cap is either Fighting plus Close Attack plus ranks of physical Quickness, or Dexterity plus Ranged Attack plus ranks of physical Quickness, depending on if the attack is ranged or close. Add 5 if using Takedown 2. Yes, this means that to be more effective with Takedown, you need to invest in a generic proficiency with close or ranged attacks. If the power is psychic/psionic or otherwise mental in nature, I might allow a substitution of ranks of mental Quickness instead of physical Quickness. And just to clarify, Takedown cannot be used with Area Effects or Perception Range Effects.
              Impervious & Penetrating: This setting will use the 2e version of Impervious: any attack whose ranks of effect do not match or exceed the ranks of Impervious is ignored. Additionally, this setting will use the 3e version of Penetrating: you buy it in ranks, up to the ranks of the effect, and each rank automatically penetrates through any Impervious defense. So, a rank 5 Laser Blast is ignored by rank 6 Impervious Toughness, but a rank 6 blast will have its full effect. In addition, if the rank 5 blast includes two ranks of Penetrating, then the rank 6 Impervious Toughness still must save against a rank 2 attack.
              Damage Effect Immunity: For this setting, most Damage Effect Immunities (the rank-5 ones) also include environmental immunity for free. For example, if you have rank 5 Heat or Fire Damage Immunity, then you are also immune to Environmental Heat. The same goes for Cold Damage, Pressure Damage, and others that also have environmental counterparts.
              Weaken: The Weaken effect will function similarly to it's 2ed counterpart, in that there is no cap to how low the targeted trait may be lowered. Yes, when linked to a Damage effect, the Weaken still triggers first.
              Communication: The Communication effect has a starting base cost of 2pp/rank.
              Removable: Any effect (or grouping of effects) with the Removable flaw attached are treated as if the total cost of the effect(s), before applying flaw, is rounded up to the nearest 5pp. So a 14pp effect, for purposes of costing, is treated the same as a 15pp effect, and a 66pp effect is treated the same as a 70pp effect. This adjusted cost is then multiplied by 0.8 to give the final cost of the power. Also, Easily Removable is not banned, but it is discouraged; any application of it will require GM approval.
              Senses: Custom senses, particularly Detect, take on the traits of whatever sense type they are grouped into (other than Ranged, which must be bought explicitly.) For example, if your Detect Electric Fields is made a Touch sense, then it is automatically Radius and Accurate. If it is instead a Visual sense, then you must purchase Ranged for the sense directly, after which it will automatically be Acute and Accurate, but will also be blocked by anything that would normally block your vision. Mental senses should be made Ranged, but the only attributes they get for free are Radius and the fact that they are difficult to block.
              Extra Effort: Using Extra Effort to boost the ranks of an Attack power (Damage, Affliction, etc.) or Defense power (Deflect, Sustained Protection, etc.) will boost it by +2 ranks instead of +1. Yes, this applies to villains as well.
              Human Abilities: Normal, "human-level" Strength should max out at 3, or at most 4 ranks (with justification.) "Human-level" Stamina should max out at 5 ranks, or at 6 with justification. All other Abilities (and derived stats, such as Will and Fortitude) have no particular caps to be considered "human-level."
              Protective Equipment: Protection from Equipment stacks with the Toughness bonus from Stamina, as well as from other Effects such as Protection. (I see no physically-viable justification for it not doing so.)
              Benefit - Wealth: This Benefit is limited to only three ranks.
              Well-Off - Rank 1 indicates the character has resources notably greater than the average citizen. They will be allowed to buy things and acquire equipment during play that others without this Benefit wouldn't; they can also acquire material goods with greater ease.

              Rich - Rank 2 indicates the character has considerable resources, is likely financially independent, and can throw money at problems in-game that the merely Well-Off wouldn't be able to. ("What, this restaurant is booked for the next month? *Hands GM a Hero Point* Well, fortunately, I bought this place yesterday; so I guess you'll need to cancel a reservation.")

              .01% - Rank 3 indicates that the character is in the top tiers of wealth globally; a billionaire, at minimum, with incredible resources that generate more money in a week than most will earn in a lifetime. This character can spend money like the Well-Off or Rich, but to much greater degree, and without ever worrying about depleting his assets. This level is practically money-as-a-superpower; if it can be bought at all, then this character can buy it without impacting his bank account; if it can be influenced solely through money, then this character can influence it at will. NOTE: a character with this level of Wealth cannot have the Benefit (Cipher) Advantage, and indeed, should consider having his public persona be a Complication.
              Last edited by Rush; 19th April 2018, 12:12 PM. Reason: Fixed "Impervious & Penet.", tweaked "Human Abilities", added "Vulnerable", added "Bruises & Damage"
              My builds can be found in the Roll Call forum [url=]here[/url]. And, here's the latest version of [url=]The Cast[/url].
              Currently playing in: [url=][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].


              • #8
                Houserules (cont.)

                HOUSERULES & CLARIFICATIONS (cont.)


                Knockback is considered to be the result of an action that either inflicts the Thrown condition on a target (see New Condition, above,) or which would have inflicted Thrown but instead only inflicts Prone.

                There are three ways to generate Knockback: (1) using an Affliction Effect; (2) using Strength, or a similar Effect (such as Move Object) after a grab to throw the target; or (3) by striking the target with a suitable Effect (usually Damage) or with another object/character.
                • Affliction can directly induce Knockback by making Prone be the second-degree condition and Thrown the third-degree condition that the Affliction Effect imposes. Then, whenever the Effect causes the target to be Prone or Thrown, it has directly generated Knockback. For minions, depending on the ranks of Affliction used, this may be considered enough to actually remove them from a fight.

                • After a grab using Strength or a grabbing Effect such as Move Object, the character may throw the held target instead of doing damage. This is an automatic success, although of course it also results in the target no longer being held. In this situation, the throw will ALWAYS at least result in the target being Prone, and in fact, the character may chose to limit his Knockback to this result at will (effectively just throwing the target down onto the ground.)

                • Finally, characters may attempt to induce Knockback by striking the target with an appropriate Effect (usually Damage) or with an object (such as a moving or even Thrown vehicle.) If this is desired, then the player should announce to the GM before that attack that he will attempt to generate Knockback instead of damage. For a strike to to induce Knockback, either the attack roll for the Effect has to exceed the target's defenses by 2 or more degrees, or the surface area of the striking object has to exceed that of the target; otherwise, normal damage occurs. And yes, this means that Perception-range Damage Effects cannot be used to generate Knockback in this manner. When Knockback occurs, at a minimum the target is simply knocked Prone, although depending on the ranks used to generate the Knockback, the target will usually be Thrown for a round or greater; precise distance will not be calculated in this setting unless necessary. NOTE: in the case of striking the target with an object, not only can one not prevent damage from occurring, but at GM discretion, Knockback may occur even without intending to cause it.

                Thrown objects that hit another target both deliver and receive damage equal to the Effect Rank that caused the throw, regardless of distance (although modified by any circumstance bonuses.) This includes targets deliberately thrown onto the ground, with Prone being the only condition imposed.

                With appropriate surface area and intent by the striker, thrown objects can also induce Knockback on whatever they strike; and again, the GM may at his discretion also declare that Knockback has been generated even without the striker's intent.

                When Knockback is generated, it is sometimes possible for the character who caused it to determine the direction in which the Thrown target moves. This depends on how the condition was imposed:
                • If imposed by a throw after a grab, the direction can be chosen at will by the thrower, although striking a second target with the first will take a Ranged Combat (Throwing) check.
                • If imposed by Affliction, the direction is simply away from the incoming Effect, unless ranks of Indirect are attached (similar to how the direction of a Blast is restricted.) Striking a secondary target (in that direction) can be done with a Ranged Combat (Knockback) check: there is a -2 circumstance penalty for doing this with Close Affliction, -5 with Ranged Affliction (none with Perception Affliction.)
                • If the condition is imposed by another Thrown character or object, GM discretion comes into play; generally, the more "steps" away from the originating effect, the less control over direction there should be. Ranged Combat (Knockback) is the appropriate Skill to use for checks in such situations.

                Presence Bonus

                Presence contributes to Will in the same way that Awareness does. And yes, the two effects stack.

                In addition, for every rank of Presence bought (either directly or via Enhanced Presence,) the character can acquire one rank in one social Advantage for free. Advantages which are considered social are listed immediately below; an asterisk indicates the selection is subject to GM discretion, usually based on the chosen elements of the Advantage.
                Social Advantages: Animal Empathy, Attractive, Benefit*, Connected, Contacts, Daze, Fascinate, Favored Foe*, Inspire, Languages, Leadership, Minion, Redirect, Set-up, Skill Mastery*, Skill Specialization*, Startle, Taunt, Teamwork, Ultimate Effort*, Well-Informed

                PC Restrictions

                There aren't too many. As stated a few posts above, if your character qualifies as S-Class in the Quaker Classification system, you'll have to tone them down. Characters can have a combat focus, but shouldn't be broken, or use overpowered combinations of effects (aka Bathroom Mentalist, etc.) Also, players should realize that simply because a character is mainly combat-focused, it doesn't mean that character won't wind up in critical non-combat situations (covert ops, negotiations, etc.)

                Characters should have a clear personality to allow players to contribute to roleplay, although this can vary broadly. Of course some interpersonal conflict is allowed, but it shouldn't be a constant; "just a jerk" isn't a suitable personality, regardless of backstory, and outright sociopaths need not be submitted. Also, no Deadpool clones, please--and I'm referring to personality and attitude here. A PC can be humorous without being incompetent, reckless or random (which all seem to be common associations with the character, whether accurate or not.)

                The tone of gameplay will be mostly Bronze Age; there will be occasional deviations, but the PCs should still fit this tone, and should at least be sincerely striving for heroism, regardless of motivation.

                No extraterrestrials allowed, although beings fro- alternate versions of Earth are (though they're discouraged.)

                Finally, while simplified characters are appreciated, some degree of complexity in character build is allowed; Arrays within Arrays, 37 Alternate Forms, and the like is going too far though.

                Beyond these basics, most character concepts should be suitable. Ask if you have any questions, otherwise, enjoy the setting!
                Last edited by Rush; 17th January 2018, 09:41 AM. Reason: Cannot correct grammar toward end of post w/o causing site access to crash!
                My builds can be found in the Roll Call forum [url=]here[/url]. And, here's the latest version of [url=]The Cast[/url].
                Currently playing in: [url=][color=#d7af50]Xenoforce: Earth's Strangest Heroes[/color][/url].