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The Archives => Roleplaying (Archived) => Topic started by: Xathan on March 05, 2015, 01:00:25 AM

Title: Who Will Save Us Now? Rules Thread (WIP)
Post by: Xathan on March 05, 2015, 01:00:25 AM
[ooc]Please direct all discussion to the Discussion Thread (http://www.thecbg.org/index.php/topic,210184.msg230204.html#msg230204)

Character should be posted Character Creation Thread (http://www.thecbg.org/index.php/topic,210188.msg230307.html#msg230307)[/ooc]

Who Will Save Us Now? is a play-by-post forum game in which you will take control of a team of superheroes. After the loss of the Excarchs, the world's most renowned superheroes, in battle against the forces of the Null Realm, Earth seems to be much less defended than it once was. Without the Exarchs protecting the world, super crime is on the rise, alien conquerors that were kept at bay by the might of the Exarchs are looking at adding Earth to their crowns, and the various threats they had contained are free to menace the planet again. There is a power vacuum, and someone must fill it.

You will be those teams. By selecting and customizing four of the heroic archetypes you will build your initial team from established heroes. Former sidekicks, street level heroes, outcasts, renegades, b-listers, semi-disgraced heroes, redeemed villians...everyone who didn't quite make the cut for the Exarchs is now banding into groups to try to become the world's premier team. There are multiple reasons to do so: to provide the deterrent the Exarchs once did, to make sure that the best of the best are going to do it right this time, to honor their legacy, to redeem your name, or even just to cash in on the money and fame that comes with being the best known...whatever your motivation, your group stands to protect the world.

The rules are very much a Work In Progress right now, but there will be multiple archetypes to choose from and multiple customization options for those archetypes, allowing an incredibly diverse blend of heroes. The initial rollout is going to feature 12: Paragon, Costumed Vigilante, Battlesuit, Energy Controller, Psion, Brute, Animal-Powered, Android, Super Soldier, Mage, Signature Weapon, and Renegade Alien. The customization options will allow for a team consisting entirely of Costumed Vigilantes or Energy Controllers or even Paragons to feel unique - although it will be easier with some archetypes than others. For those of you who have played in other forum games, rules for movement, base building, and other types of bookkeeping will be greatly simplified to allow for a more freeform approach in line with the superhero genre - most super hero teams don't include an accountant (or if they do, he doesn't do his accounting on camera), so you shouldn't have to serve as one either.

The current plan is for turns to take ~2 weeks, with time in between each turn for me to do the back end bookkeeping and roll out the combat and write the mid-turn posts. That turn will cover a week of in-game time. Turns will take places in discreet phases to keep things moving smoothly. I understand that everyone is busy with their own lives and will happily work with you to ensure you don't fall behind. During that time, you will get missions you can accept - and it will be impossible to complete all missions in a single turn. Some missions will be time sensitive, while others can sit for quite some time. Some missions will be completable by a single hero from your team, others will require using your entire team, and still others will be hard enough that you may need to coordinate with other teams to get the job done - which also involves sharing the reputation earned from completing the mission.

Your resources will be twofold: Reputation and Wealth. Reputation is spent on increasing your public profile, adding new members to your team, and recruiting new allies to your cause. Wealth is used to, well, buy things (shockingly) - most of which will be upgrades to your base, new bases if you feel you need them, train and equip new heroes from the ground up, hire support personnel, deal with legal problems, buy luxury goods (which can increase your reputation) and can be spent to open new missions. There is also a price - as your Reputation and Wealth increase, you are at a greater risk from being targeted by super villains or other threats who either want to test your mettle or take your stuff.

The primary inspirations for this game are comic books: particularly those of the Bronze Age, where shades of grey were introduced but before things got super grim and gritty in the Iron Age. Please, don't make your team full of grimdark iron age characters. One or two is fine, but I want to keep things from getting too brutal and nasty right off the bat. (And before you fret too much, keep in mind that Wolverine, the Punisher, and many other popular Iron Age character originally came about in the Bronze Age.)

If you're interested in playing, have comments, suggestions, feedback, or anything else, please post in the Discussion and Interest thread. Team and character concepts can go there as well, until we have things closer to finalized and create a proper Character thread - which will also contain many of the villains you will be dealing with (though of course, not all.) If you have a character concept that doesn't fit into the above list, feel free to let me know, that's just a preliminary selection of archetypes and will only end up being complete if no one wants anything that doesn't fall under those 12.

If you're worried about time commitment...I'm trying as hard as possible to minimize work on both the players and myself. By keeping it as simple as I can, I hope to provide a fun experience that will play to the strengths of forum games, which is that it allows for people to post and play as they have time. Every possible step will be taken to reduce bookkeeping for you all, even if it means a bit more for me, because I want people to feel free to join without that stress. Right now I'm not worrying too much about capping the number of players, but if too many people want to join, A) I'll feel awesome and special and B) I'll be looking at some options to reduce bookkeeping. Worst case scenario? I'll have to ask some people if they'd be willing to wait to join - and offering some rewards to those who wait as compensation for "not playing" for a bit.  

Updates to follow!
Title: Re: Who Will Save Us Now? Rules Thread
Post by: Xathan on March 05, 2015, 01:03:58 AM
Archetypes

Paragon

The sentinels of freedom, the exemplars of power, Paragons are the men and women that have redefined beat down. With a powerset that includes flight, strength, and high resistance to harm, paragons are hands down the best at flying in and punching their way to justice. However, that focus on force is limiting in other ways: Paragons are not often the best tacticians, strategists, or particularly good at any kind of subterfuge. Then again, when you can take artillery shells to the face, why would you bother?

Base Stats

[spoiler] [ooc]Paragon

Melee: 7
Range: 4

Parry: 16
Dodge: 15

Attacks: Unarmed (Melee) 8 (DC 23, MS 3), Throw (Range) 6 (DC 21, MS 1)

Toughness: 10, I: 5
Resistance: 6
Will: 4

Awareness: 3
Capture: 5
Investigate: 2
Manipulate: 0
Media: 2
Occult: 0
Science: 0
Stealth: 0
Streetwise: 0
Tactics: 0

Powers, Gears, Specialties

Superhuman Strength 5: in addition to the benefits of high melee damage, you can clear obstacles up to 50 tons with minimal effort.

Flight: You can fly. Assuming you have clearance above your head high enough to put you out of reach, you are immune to melee attacks from non-fliers unless they ready an action for you to enter melee range.

Impervious Toughness 5: Attacks with a rating 5 or lower cannot harm you.[/ooc][/spoiler]

Costumed Vigilante

The stalkers of the shadows, the extremely well trained, Costumed Vigilantes are those who rely on training and specialized gadgets to save the day. Often at the peak of physical training and armed with versatile utility belts, Costumed Vigilantes can play at the same level as those with super powers - in part because of their brilliant minds and analytic skills. In addition to being skilled martial artists, Costumed vigilantes are among the best investigators in the world. However, their lack of powers makes it difficult at times for them to take down powerful threats

Base Stats

[spoiler][ooc]Costumed Vigilante

Melee: 8
Range: 8

Parry: 18
Dodge: 18

Attacks: Unarmed (Melee) 4 (DC 19, MS 5), Signature Shuriken (Range) 4 (DC 23, MS 1), Gas Pellet 8 (-4 to Awareness, Res DC 18, MS 10), Snare Bolas (Range) 8 (If hit, immobilized until beat DC 18 Res or uses Super Strength 3+), [Chosen Melee Weapon] (melee) 2 (Adds to Unarmed, DC becomes 21, MS 5)

Toughness: 6
Resistance: 4
Will: 8

Awareness: 6
Capture: 5
Investigate: 6
Media: 2
Manipulate: 4
Occult: 0
Science: 0
Stealth: 4
Streetwise: 4
Tactics: 4

Powers, Gears, Specialties

Utility Belt: Adds the Gas Pellet, Snare Bolas, and Melee Weapon attacks. Also Includes:

GPS Tracker: Can locate target later unless they pass a DC 18 awareness check. Lasts 2 weeks.
Infra-Goggles: Allow vision in low light conditions
Grapple Gun: Can travel up walls so long as they can grab something.
Lock Pick: Pass through physical locks.
Re-breather: Allows for underwater breathing.

Armored Costume: Provides +2 toughness (already factored into above)[/ooc][/spoiler]

Unique Customization Option:

Crazy Over-Prepared: For Costumed Vigilantes, Superhumans pose a major threat. However, many superhumans have some kind of weakness that can be exploited. The Crazy Over-Prepared individual knows that, and stuffs their utility belt with every known superhuman weakness...just in case. When facing a foe, make a DC 15 tactics check. If they have a weakness, you will have it in your possession.

Battlesuit

Modern day knights, Battlesuits go into combat wrapped in distinguishable high tech, biological, or mystical armor. Capable of flight, blasts, and offering a good deal of protection, Battlesuits have it all...so long as they're armored. While they are highly versatile and pack quite a punch, Battlesuits are pretty much "squishy humans" without their war garb. However, they are also often geniuses in their own right, having built their armor from the ground up, and they can apply this same genius to their long term plans.

Base Stats

[spoiler][ooc]Battlesuit

Melee: 6
Range: 8

Parry: 16
Dodge: 18

Attacks: Armored Punch (Melee) 6 (DC 21, MS 2), Blast (range) 8 (DC 23, MS 4), Micomissles (range) 4 (DC 19, MS 8)

Toughness: 8, I: 4
Resistance: 4
Will: 4

Awareness: 4
Capture: 2
Investigate: 4
Manipulate: 2
Media: 5
Occult: 0*
Science: 0*
Stealth: 0
Streetwise: 0
Tactics: 3

*If the battlesuit in Occult in origin, Occult is at 6. If Scientific in origin, Science is 6

Powers, Gears, Specialties

Battlesuit:

In addition to the attacks above, the Battlesuit provides the following benefit:

Toughness +6, Impervious Toughness 4 (Factored Above)

Contained Environment: Immune to gas, natural heat, natural cold, vacuum, or any other normal environmental effects.

Superhuman Strength 3: in addition to the benefits of high melee damage, you can clear obstacles up to 30 tons with minimal effort.

Flight: You can fly. Assuming you have clearance above your head high enough to put you out of reach, you are immune to melee attacks from non-fliers unless they ready an action for you to enter melee range.

Sonar Scanners: +4 Awareness, not impeded by darkness (factored Above)[/ooc][/spoiler]

Unique Customization Options

Brutebuster Armor: In addition to your normal armor, you have a second suit - one designed for going toe to toe with the strongest the world has to offer! Brutebuster Armor does have the downside that it often cannot run as long as your normal armor, but while it has power, you're able to go toe to toe with Paragons or Brutes.

Remote Controlled Suit: You don't need to go with your suit into battle. Instead, you can sit safely at base and control it from there. While you don't gain quite as much reputation from combat missions (since you are in no real danger), you also can never be taken out of the fight for long.

Threat Assessment AI: While you are a genius, it's sometimes better to let the suit do the thinking for you. With the Threat Assessment AI, you are always able to target the most important foe while greatly minimizing collateral damage.

Energy Controller

Elementals in the truest sense, Energy Controllers have mastery over some force of the universe! Be it as direct as fire or magnetism, as esoteric as weather or darkness, or as strange as luck or fiction, you can wield your chosen energy with skill to deal with most threats. Energy Controllers boast the best ranged damage of any power source as well as a great deal of flexibility, but such power comes with a cost: most Energy Controllers are glass cannons to a degree, and must work hard to avoid taking direct hits.

Note that despite being called "Energy Controllers," people with the ability to control physical things - such as Earth or Metal - fall into this category as well.

Base Stats

[spoiler][ooc]Energy Controller

Melee: 4
Range: 10

Parry: 13
Dodge: 16

Attacks: Energy Blast (range) 10 (DC 25, MS 4), Wide Blast (range) 5 (DC 20, MS 10), Energy Snare (range) 9 (If hit, immobilized until beat DC 19 Res or uses Super Strength 4+)

Toughness: 3
Resistance: 2
Will: 6

Awareness: 5
Capture: 6
Investigate: 2
Manipulate: 0
Media: 3
Occult: 0
Science: 0
Stealth: 2
Streetwise: 0
Tactics: 2

Powers, Gears, Specialties

Area Energy: You can create a field of your chosen energy. If it is a physical object or force, it prevents movement though. If it is a harmful energy, anyone passing it or caught in it must make a DC 20 toughness check vs. damage.

Energy Control 5: You can control masses of your chosen energy at range. For physical objects, it is up to 25 tons. For energy types, it can effect all sources in up to 25 foot radius circle around the center point you set.

Energy Creation: You can create a stable mass of your chosen energy. Unlike that created by your attacks or other abilities, this mass does not require your concentration to maintain it.[/ooc][/spoiler]

Unique Customization Options

Second Energy: You're the master of more than one type of energy. Maybe you control opposing forces, such as Light and Darkness, or Fire and Ice, or perhaps related ones, such as Magnetism and Electricity Either way, you're a force to be reckoned with!

Psion

Let others deal with crass physical matters. You are a Psion, and above such petty concerns. While lacking the raw might of Energy Controllers, Psions are still strong ranged combatants that have the added benefit of being able to influence and read their opponent's mind, using both telepathy and telekinesis to strike at their foes. However, much like Energy Controllers, Psions are physically weak and must be careful to avoid harm. In addition, their power makes them mistrusted, and they risk reputation loss by using their powers in unethical ways - if they are detected.

Note that if you want to play a telekinetic without the telepathy, you should go with an Energy Controller.

Base Stats

[spoiler][ooc]Psion

Melee: 4
Range: 8

Parry: 14
Dodge: 15

Attacks: TK Blast (range) 8 (DC 23, MS 2), TK Sweep (range) 4 (DC 19, MS 8), Telekinetic Grab (range) 6 (Make capture checks at range), Mind Blast 4 (DC 19 MS 1, no attack roll needed, resisted by will), Mind Burst 1 (DC 16, MS 5, no attack roll needed, Resisted by will)

Toughness: 4
Resistance: 3
Will: 8

Awareness: 4
Capture: 6
Investigate: 4
Manipulate: 6
Media: 4
Occult: 0
Science: 0
Stealth: 0
Streetwise: 0
Tactics: 3

Powers, Gears, Specialties

Telepathy 10: You can learn someone's thoughts. Resisted by Will, DC 20.

Warp Perception 8: You change the way someone views their surroundings, imposing a -6 to Awareness. Resisted by Will, DC 18.

Brain Drain 4: You can reduce someone's ranks in Science, Occult, Investigate, Streetwise, or Tactics by 4 for up to one week. Resisted by Will, DC 14.[/ooc][/spoiler]

Unique Customization Options

Long Range Telepathy: You don't need to be near someone to read their mind. You can find the minds of others at great range and use your telepathy upon them! While other heroes or mastermind villains have willpower strong enough to resist you, the secrets of the weak willed are yours.

Psychic Vampire: You can tap into the psionic powers of others. When fighting in a populated area, you can use the collective emotions of the populace to improve your telekinesis or telepathy.

Brute

Brutes are the unstoppable forces, the immovable objects. A Brute is a engine of destruction, seeking the shortest distance between two points, and ensuring it is always a straight line by smashing their way through any obstacles. The most physically powerful of any archetype, Brutes are in very little risk of being harmed at any moment and can dish out major punishment. Of course, the downsides to this are they are somewhat at the mercy of flying foes and tend to be very straightforward thinkers.

Base Stats

[spoiler][ooc]Brute

Melee: 6
Range: 4

Parry: 14
Dodge: 12

Attacks: Unarmed 10 (DC 25, MS 2), Thunder Clap 8 (DC 23, MS 12), Throw 8 (DC 23, MS 1)

Toughness: 10 I: 7
Resistance: 8
Will: 4

Awareness: 4
Capture: 8
Investigate: 0
Manipulate: 0
Media: 0
Occult: 0
Science: 0
Stealth: 0
Streetwise: 0
Tactics: 2

Powers, Gears, Specialties

In addition to the attacks above

Superhuman Strength 10: in addition to the benefits of high melee damage, you can clear obstacles up to 100 tons with minimal effort.

Impervious Toughness 7: Attacks with a rating 7 or lower cannot harm you.

Unstoppable: When running, you automatically inflict melee damage 7 (DC 22) against any objects in your way.[/ooc][/spoiler]

Animal-Powered

You do not draw upon the elements or raw might for your power, nor do you call upon training or technology. You are endowed with the proportional powers of an animal, and nature is your weapon. Animal-Powered heroes can vary greatly, but are stronger and faster than most and typically gain at least one sensory power and one movement power from the animal they mimic. This flexibility comes at a cost - Animal-Powered individuals are middle of the road in terms of power and often lack ranged attack, but make up for it with animal instincts  that take the form of a danger sense - given sufficient room to maneuver, Animal-Powered individuals are hard for even the fastest of foes to hit.

Base Stats

[spoiler][ooc]Animal Powered

Melee: 5*
Range: 5*

*Increases based on animal powers.

Parry: 15*
Dodge: 15*

*Increases based on animal powers.

Attacks: See Animal Power

Toughness: 4*
Resistance: 4*
Will: 5

*increases based on animal power

Awareness: 6
Capture: 5
Investigate: 0
Manipulate 2
Media: 0
Occult: 0
Science: 0
Stealth: 5
Steetwise: 0
Tactics: 4

Powers, Gears, Specialties

Pick one of the relevant animal powers and gain the following bonuses:

Spider: +4 Dodge, +2 Parry, +4 Melee, +2 Range, +2 toughness, Super Strength 2, Danger Sense (Never caught unaware in surprise round), Wall Crawling, Gain the Following Attacks: Unarmed 6 (Melee DC 23, MS 3), Snare 8 (Ranged, DC 18 to resist)

Canine: +3 Dodge, +3 Parry, +4 Melee, +1 Range, +3 toughness, Super Strength 2, Scent, Regeneration. Gain the Following Attacks: Unarmed 8 (Melee DC 23, MS 3)

Large Herbivore: +1 Dodge, +2 Parry, +4 Melee, +0 Range, +2 toughness, Super Strength 4, Impervious Toughness 3, Gain the Following Attacks: Unarmed 9 (Melee DC 24, MS 2)

Bird of Prey: +4 Dodge, +2 Parry, +3 Melee, +3 Range, +6 Awareness, Flight Gain the Following Attacks: Unarmed 5 (Melee DC 20, MS 2)

More can be avilable upon request, but these should cover a good variety for an initial set[/ooc][/spoiler]

Unique Customization Options

Call of the Wild: Whatever animal you gain your powers from will also follow your commands. In addition to a unique companion of your animal type that will join you in battle and is utterly loyal, you can call upon other similar animals to serve you if need be.

Beast Claws: In addition to your enhanced strength, you have a weapon that mimics that of the animal you are bonded too. For some this is a natural outgrowth of their power, for others a technological or mystical armament. Increase the damage of your unarmed strikes by +2

Multi-Beast: Instead of mimicking a single animal, you can shift your power between the gifts of multiple animals. For 1 rank, have 3 related animals you can switch between. For 2 ranks, have 6 animals with no relation needed.

Super Soldier

Created to be the ultimate weapon, the Super Soldier is a fighting machine given flesh. Surpassing even the best trained humans in terms of strength, speed, and durability, Super Soldiers are the first ones into a fight and the last ones out. Calling upon military training and skills, they also make amazing tacticians and are often excellent leaders as well. The Super Soldier, like the Costumed Vigilante, isn't quite able to go toe-to-toe with stronger superhumans, but is more adept than any at using their terrain to their advantage.

Base Stats

[spoiler][ooc]Super Soldier

Melee: 8
Range: 6

Parry: 18
Dodge: 18

Attacks: Unarmed 6 (DC 21, MS 6), Throw (Appropriate Weapon) 4 (DC 19, MS 9)

Toughness: 8
Resistance: 8
Will: 5

Awareness: 6
Capture: 6
Investigate: 2
Manipulate: 0
Media: 4
Occult: 0
Science: 0
Stealth: 4
Streetwise: 0
Tactics: 6

Powers, Gears, Specialties

In addition to the attacks above

Superhuman Strength 2: in addition to the benefits of high melee damage, you can clear obstacles up to 20 tons with minimal effort.

Analyze the Field: Make a tactics check DC 16. If successful, gain +4 to your defenses on the first round, +3 the second, +2 on the third, and +1 on the fourth. If you can communicate with your allies, they gain half this bonus.

Find Weakness: Make a tactics check opposed by Manipulate. If successful, reduce your opponents defenses by -2 vs you.[/ooc][/spoiler]

Mage

The Master of the Mystic arts, the Mage wields arcane power to fight all who oppose him. The single most versatile Archetype, Mages are able to call upon a vast array of spells and incantations to serve them in and out of battle. They even have some defensive abilities, making them less of a glass cannon than Psions or Energy Controllers. However, the mystic arts are often less effective at dealing with the raw power of technology, and any simple binding of your hands or mouth can render you powerless until you are free.  

Base Stats

[spoiler][ooc]Mage

Melee: 4
Range: 6

Parry: 13
Dodge: 14

Attacks: Unarmed Strike (Melee) 2 (DC 17, MS 1), Spell Blast 8 (DC 23, MS 4), Mystic Bindings 8 (Snare 8, resistance DC 18)

Toughness: 4
Resistance: 4
Will: 8

Awareness: 4
Capture: 2
Investigate: 4
Manipulate 2
Media: 0
Occult: 8
Science: 0
Stealth: 0
Steetwise: 0
Tactics: 4

Powers, Gears, Specialties

In the addition to the above attacks, Mages have the following abilities:

Cantrips: You mage can make minor magical effects happen with very little expenditure of effort. If you want to describe a minor effect, you simple can do so.

Scrying: You can view anywhere on the world! Scrying is a form of research using Occult, but can be used to research non-Occult information and grants more detailed information. Scrying takes a week, just like normal research, and 25 wealth in special materials.

Spells:

Pick 5 powers from the General Customization Options. Those are your spells. Whenever deploying for  a turn, pick 3. Those are your current loadout for the week. For powers that provide a passive bonus, you can cast them on others or yourself.[/ooc][/spoiler]

Customization Options

Sorcerer: You are not just trained in magic, you are born to it. Your arcane power is part of you and, as such, you do not need incantations or gestures to cast.

Necromancer: While some view you art as vile, you know that the mindless dead are far lesser evils than that which you fight. Although your power comes with a reputation downside, you can call upon minions to serve you. -COMING LATER UNLESS REQUESTED-

Battle Mage: In addition to the mystic arts,  you are trained in the arts martial as well, and can fight in melee with fists or weapons alongside your comrades. Gain a +3 to melee attack, +2 to Parry, and +2 toughness and your unarmed strike becomes Unarmed Strike (Melee) 4 (DC 19, MS 3)

Signature Weapon

Some wield a weapon of myth. Others wield the most advanced technology can produce. Whichever it is, the Signature Weapon that you hold is the bane of your foes. Be it the Spear of Odin, a bow with a quiver of high tech arrows, a sentient sword infused with the gems of forgotten Atlantis, or a high-tech gauntlet that contains more power than most battlesuits, you are a force to be reckoned with so long as you are armed. The downside, of course, is that while you are a skilled fighter, you are much less so without your chosen weapon in hand.

Base Stats

[spoiler][ooc]Signature Weapon

Melee: 10/8*
Range: 6*

* If the Signature Weapon is a ranged weapon, switch these two numbers. The higher value only applies when wielding the signature weapon.

Parry: 20
Dodge: 17

Attacks: Signature Weapon (Melee or Ranged) 8 (DC 23, MS 1), Secondary Attacks (See Below)

Toughness: 5
Resistance: 4
Will: 3

Awareness: 6
Capture: 4
Investigate: 4
Manipulate: 0
Media: 2
Occult: 0
Science: 0
Stealth: 2
Streetwise: 0
Tactics: 5

Powers, Gears, Specialties

The Signature Weapon chooses 3 of the below abilities, and adds them to their weapon:

-Throw Weapon (Range) 6 (DC 21, MS 1) (Melee Only): You can throw your normally melee weapon as an attack! Unlike most ranged attacks, you still use your melee attack score for this roll.
-Sweep Attack (Range or Melee) 5 (DC 20, MS 10): You are particularly adept at attacking a large number of foes with a single strike of your weapon (this also covers things like explosive arrows).
-Trick Shot (Range only): When attacking, make a tactics check, DC 15. If successful, you bounce your shot in an unexpected way, reducing your opponent's dodge by 2.
-Penetrating Attack (either): Your main attack with your signature weapon gains the penetrating modifier.
-Ensnaring Attack (either) your attacks, either by virtue of your skill or their own nature, can entangle your foes. Gain a Snare (ranged or melee) 8, (If hit, immobilized until beat DC 18 Res or uses Super Strength 3+).
-Blast (Melee only): Your weapon contains a powerful charge you can unleash. Gain a Damage (ranged) 7 (DC 22, MS 2). In spite of being your signature weapon, it's not it's normal use, so it still uses your ranged attack.
-Beat (ranged only): In spite of being designed for ranged attacks, your signature weapon is very sturdy. Gain a Damage (melee) 7 (DC 22, MS 2). In spite of being your signature weapon, it's not it's normal use, so it still uses your melee attack.
-Counterstrike (both): Whenever an attack against you misses by more than 5, you can make an immediate counterstrike, doing Damage (melee or ranged) 3 (DC 18, MS 1).[/ooc][/spoiler]

Unique Customization Options

[note=Balance]Some of the options for a particular Archetype, such as The Myth Makes the Weapon or Vampire are much more powerful than other, non archetype options. That is intentional - since they are limited to a particular archetype, they can be the "better" options.[/note]The Myth Makes the Weapon: You don't just carry a weapon out of myths. You are the man or woman who made the myths! In addition to the benefits of the Signature Weapon, you gain improved strength and durability from your legendary status - even when unarmed. Gain +3 Toughness, +4 Impervious Toughness, and Super Strength 4.

Never Out of Reach: So long as your Signature Weapon is not restrained, you can call it to yourself from a great distance. For one rank, it needs be in the same city/region as you. For two, it can be anywhere on the continent!

Android

Not fully alive but fully sentient, an Android is some kind of artificial lifeform given life by another - sometimes a genius, sometimes an mage, and sometimes even another Android. In spite of their name, Androids run the gamut from robotic constructs to sentient undead to golems to even stranger things. As a benefit of this, they are immune to effects that plague fleshier beings, such as disease and gasses, and a highly resistant to physical damage. Their lack of human experience is a liability, however, and they often miss their mark in conversation, taking a penalty to checks to overcome manipulation as well as getting less reputation for Media Missions.

Base Stats

[spoiler][ooc]Android

Melee: 7
Range: 6

Parry: 17
Dodge: 17

Attacks: Unarmed Strike (Melee) 7 (DC 22, MS 2), Integrated Weapon (Ranged) 6 (DC 21, MS 4), Secondary Weapon (Ranged) 4 (DC 19, MS 10)

Toughness: 6
Resistance: -
Will: -

Awareness: 2
Capture: 6
Investigate: 2
Manipulate 2
Media: 0
Occult: 0*
Science: 0*
Stealth: 2
Steetwise: 0
Tactics: 6

*If the Anrdoid is of a scientific origin, it gets +4 to science. If of Mystic origin, it gets a +4 to Occult.
Powers, Gears, Specialities

In addition to the attacks listed in their attacks, Androids have the following ability:

Non-Living Physiology: Androids are not living creatures, whatever form they take. As such, they are immune to all effects that require a resistance or will check, except for Snares - they must attempt using their Super Strength or Escape to break free of any Snares.

Movement Analysis: Because their artifical minds work quicker than most and are (often) unfettered by emotions, androids are adept at evading or escaping danger. Androids get a +4 to escape attempts.

Super Strength 4.

Android Powers: In addition to their other listed abilities, Androids may pick 2 powers from the Minor Power list or 1 Power from the Major Power list at no cost.[/ooc][/spoiler]

Unique Customization Options

Android:

Vampire: You're not just an sentient undead, you are a lord of the night! You gain the strengths and weaknesses classic to Vampires. For two points,  you only gain the strengths.

Strengths: Your superhuman strength improves by 2, and your melee damage increases by 2. You gain a degree of super speed, increasing dodge and parry by 2. You also regenerate, healing one damage box per round. You can transform into an appropriate creature of the night (typically a wolf) gaining scent and +3 perception, but taking a -3 to toughness and a -2 to all attacks while shifted due to the unfamiliar form, or into a swarm of creatures (typically bats), making you immune to melee attacks with a MS less than 5 but removing your other attacks and replacing them with a melee attack 5 (DC20, MS 6.)  In any form, you can climb up walls, bypassing many barriers.

Weaknesses: You cannot operate at any point in the daylight, meaning you may miss missions if the foes operate under the sun. You have a weakness to strong sources of UV radiation (see  weakness under complications for additional details). Holy symbols and locations repel you, and if you are unable to retreat from them you must pass a DC 20 Toughness Check each round you are exposed. You must feed on blood on a regular basis - for every week you do no, you take a cumulative -2 to attacks and defenses. Since you are more human than most undead, you have a will score of +5 and must make will checks as normal. Running water does not harm you but it takes you one hour to cross any source too large for you to step across, giving most foes plenty of time to escape. Garlic sickens you, imposing a -2 to attack and toughness for 1 round.

Speedster

There's fast, there's very fast...and then there's you. Not much stronger than most heroes, you can turn your nose up at brute force - because those brutes can almost never touch you. Capable of traversing the entire globe in a under a week, the Speedster is everywhere he needs to be. Of course, if someone does manage to touch you, you're not much stronger than the average man - but given how fast you are, there's little risk of that!

Customization Options

Before They Blink: Not just fast, you're a master of making the most of your time. While Speedsters often excel at taking down Mooks, you can clear entire armies in a heartbeat.

Be Right There!: All speedsters can deploy anywhere on the globe without need of jet. You can do it twice. When assigning orders, you can be in two fights anywhere on the globe, although you suffer a -2 Penalty to all combat stats in the second fight. You must specify in which order you visit different locations.

Vortex: Most speedsters have, as a secondary ability, the gift of minimizing the impact on the air as they run. You can turn that off and on, creating massive vortexes of air behind you as you run or even running in circles to whip up miniature tornadoes.

Adventuring Detective

Perhaps the weakest in a fight of all archetypes, the Adventuring Detective brings to the table a wide variety of skills honed by a keen investigative mind. As comfortable behind a computer screen or a scrying pool as they are in the field alongside their more powerful allies, the Adventuring Detective relies upon preparation and guile to get through fights - plus a healthy dose of two fists if needed. Often underestimated, the Adventuring Detective is an asset to any time, but must be very careful without support, since if a fight cannot be avoided they will find themselves in great danger from powered foes.

Base Stats

[spoiler][ooc]Adventuring Detective

Melee: 8
Range: 6

Parry: 18
Dodge: 16

Attacks: Unarmed Strike (Melee) 4 (DC 19, MS 4), Improvised Weapons (Melee or Ranged) 6 (DC 21, MS 2).

Toughness: 5
Resistance: 5
Will: 8

Awareness: 8
Capture: 4
Investigate: 6
Manipulate 6
Media: 4
Occult: 2
Science: 2
Stealth: 5
Steetwise: 4
Tactics: 5

Powers, Gears, Specialities

In addition to the attacks listed in their attacks, Adventuring Detectives have the following abilities:

Multi-Tasking Investigate: Unlike other heroes, an Adventuring Detective can make two research checks in the same week. They must be on different issues.

Instant Deduction: Upon meeting a villain or other individual for the first time, based on subtle clues about their personality, mannerism, dress, and even the dirt on their shoes, an Adventuring Detective will make an Immediate Investigate roll, the results of which will be revealed the next week - no matter how any combat goes.

Find Flaws: An Adventuring Detective can make a tactics check during combat. Assuming they beat the target's manipulate, they can provide all allies a +2 bonus to attacks against that foe for the next round.[/ooc][/spoiler]

Martial Artist

You have trained your entire life to fight. Unlike a soldier or a thug, however, you are an artist. You have taken the application of brute force and turned it into an art form, possessed with abilities far beyond those most others could hope to obtain. Perhaps you were raised in a monestary, or perhaps you came into it after much soul searching. Whatever the source, you are fighter without peer.

[spoiler][ooc]Martial Artist

Melee: 10
Range: 8

Parry: 20
Dodge: 20

Attacks: Unarmed Strike (Melee) 5 (DC 20, MS 6)

Toughness: 5
Resistance: 8
Will: 8

Awareness: 6
Capture: 6
Investigate: 0
Manipulate 2
Media: 2
Occult: 3
Science: 0
Stealth: 4
Steetwise: 2
Tactics: 5

Powers, Gears, Specialities

Pressure Point Strike: Due to their knowledge of anatomy and pressure points, Martial Artist's Unarmed Strikes are penetrating.

Your Strenght Against You: When a melee attack misses a Martial Artist, their next unarmed strike against their attacker gets a +2 bonus to Attack.

Break Barrier: While Martial Artists do not have super strength for lifting or carrying purposes, they are assumed to have Super Strenght 5 when it comes to breaking objects.

Flying Crane Leap: Martial Artists can attack low flying foes by leaping up to their level.[/ooc][/spoiler]

Generic Customization Options

Flexible: your powers are not set in stone. Each week, you can spend wealth to change your customization options for your powers. This is only available to heroes with tech or magic based powers.

Wealthy: your character comes from a privileged background. You gain 10% additional wealth per turn, and start with 5 additional wealth.

Respected: This hero brings respect to the team as a whole. Increase team reputation by 10. When gaining reputation, you gain 10% extra reputation.

Highly Charismatic: You gain +4 to Media, and your team's starting reputation is increased by 5.  When gaining reputation, you gain 5% extra reputation.

Natural Leader: You gain +4 to Tactics, and allies in the same as fight as you can use your tactics in place of theirs (if yours is higher) or get a +2 to their tactics (if theirs are higher.)

Alert: You get +4 to awareness, and can insure your team is never caught off-guard so long as you are there.

Crime Catcher: You gain +4 to Capture, and villains you capture get a -4 to their checks to escape from prison.

Master Detective: You get +4 to Investigate, and will get addition information about a mission before even taking it without a check required.

Occult Investigator: You get +4 to Occult, and a +2 to Investigate supernatural missions.

Action Scientist: You get a +4 to Science, and a +2 to Investigate science missions.

Master of Darkness: You get a +4 to Stealth, and minions automatically fail awareness checks against you unless you start attacking - and even then, they still must make them!

Know the Streets: +4 to Streetwise checks, and you gain a network of informants in the criminal world.

Limit Break: You are at your best when your cards are down. Gain a +2 to attack and damage when you have taken half your toughness in damage.

Memorable Weapon: While not as powerful or iconic as a signature weapon, a Memorable Weapon certainly leaves a mark. Chose one attack type and one defense type. In addition to the damage your weapon provides, you get +2 to both when using this weapon, or +4 to one attack type, or +4 to one defense type.

Agile: +2 to dodge, and once per round a ranged attack automatically misses you.

Marksman: +2 to range, and automatically hit minions.

Brawler: +2 to melee, and automatically hit minions

Warding: +2 to parry, once per round a melee attack automatically misses you.

Tough: +2 to toughness, and you take half the penalties for damage.

Resistant: +2 to resistance, and when saving against an effect, roll twice and take the higher result.

Willfull: +2 to will, and when saving against an effect, roll twice and take the higher result.

Penetrating Attack: Chose one attack. Through knowledge of pressure points, raw might, the ability to analyze subtle weaknesses, or another effect, that attack is treated as twice it's rank for the purpose of overcoming toughness.

Sidekick: A sidekick gives you a second character than can join your in combat. Sidekicks are much weaker than full heroes, but do give you an additional character. A sidekick uses an existing archetype, but all ranks are halved, and they can only take one customization option.  Sidekicks can be upgraded to a full fledged hero at the cost of reputation, wealth, and/or time. If your sidekick dies or is lost, you can choose to wait a week and recruit a new one at a reputation cost, or you can change this to a different customization option. Only one character per team can have a sidekick. Sidekicks are combat oriented characters - for non combat characters, see the team customization options Mentor and Team Mascot.

Network: You have a network of people working for you. Be it the Kid Helpers of Lady Liberty, Nemsis' extensive network of criminal contacts, Captain Patriot's old military buddies, these people will feed you information and keep their eyes open. Choose and define your network and pick a research skill (Investigate, Occult, Science, or Streetwise). It will provide you additional missions based on what kind of network it is, and when making a check of the above type to investigate a mission, once per week, you can re roll and use the higher result.

Renegade Alien: You aren't from this world. Be you a disguised Pethari, hiding from imperial justice, a renegade Slythold that has falling in love with the foes, or something else, the Renegade Alien gains one of the following benefits: a minor power based on their heritage, an alien weapon (+4 melee or ranged damage over its earthly counterpart), or the spaceship they arrived in (allows your team to start with a space capable craft.) This customization can be taken multiple times. Pick a different effect each time.

Legacy Hero: You have taken up the mantle of another respected hero - and were their known heir. While you must prove yourself to those who know you are not the original, the costume commands respect, giving 5 bonus reputation. In addition, you get the benefits of Favored Enemy (Old Nemeses) for anyone who was part of your original's rogue's gallery...as well as the baggage that comes with that.

Beloved Public Identity: While being costumed and having your name known puts those around you in danger, it can also come with perks. You gain bonus media missions that let you do various works in your civilian identity and have it benefit the group's reputation and wealth, and media personalities are more likely you to give you a chance to comment before publishing a story - for good or ill.

Favored Enemy: You have a particular type of foe you are well trained in fighting. Pick a group of villains, such as mobsters, powered crooks, thugs, mastermind's minions, etc. When fighting those groups, you get a +2 to attack, +1 to damage, and +2 to Mook Sweep. When out of combat, checks to investigate your favored enemy are made at a +2

Impervious Toughness 4: Attacks with a damage rating less than 4 cannot harm you. If you already have an Impervious Toughness from this ability or another source, increase your existing Impervious Toughness by 2.

Squad Tactics: All super soldiers make great tacticians. You, however, are even better than your kind at using everyone in a group to their fullest potential, able to provide bonuses to anyone you fight alongside. Any ally in a fight alongside you gets a +2 bonus to both defense stats.

No Man Left Behind: More than any other archetype, you excel at bringing your people home. With No Man Left Behind, you greatly increases the chances that your team will get out of a fight. All allies on your team get a +4 to escape checks.

Weapons master: you are a master of all forms of weapons, able to wield anything you hold or bring with you - be it an alien weapon, firearm, enchanted sword, or something stranger - to it's fullest potential. When wielding a weapon, get a +2 attack and increase the save DC by 1.

Warder: You carry a shield with you. Increase your dodge and parry by +2.
Shield Toss: You can toss your shield with extraordinary accuracy, always having it return to your hand. Gain a ranged damage 4 (DC19, MS 6)

Silver Tongue: Gain a +4 manipulate. In additions, You can use Manipulate in place of stealth to bypass human surveillance. If you wanted the original functionality of Silver Tongue, go ahead and take Mind Control, they are functionally identical

A Thousand Faces: No matter it's from spellwork, mundane makeup, or a power, you are a master of impersonation. Able to appear as anyone you wish, when you use stealth, you can interact with people normally since they will assume you are who you claim to be (assuming your stealth beats their awareness). Manipulate checks may be required if the target personally knows who you are impersonating.

Armed for War: You bring the heat to any conflict. Add the following attacks to your list: Machine Pistol (Ranged Damage 3 (DC 18, MS 8), Heavy Machine Gun (Ranged Damage 5, DC 20, MS 6), and High Powered Rifle (Ranged Damage 7, DC 23, MS 1).

Powers:

Energy Blasts: You have the ability, on top of everything else you can do, to fire energy, typically out of either your eyes or hands. Gain a Ranged Damage 4 (DC 19, MS 2). For a Second Rank, it becomes a Ranged Damage 8 (DC 23, MS 4)

High-Speed Flight: You don't need no airships where you're going. You can travel without any kind of support to anywhere on the same continent in a turn. Requires flight.

Flight: You can fly. Assuming you have clearance above your head high enough to put you out of reach, you are immune to melee attacks from non-fliers unless they ready an action for you to enter melee range.

Density Control: You have complete control of your own density, able to go so light that attacks pass through you, or even harder than diamond! In addition to being much tougher than before, you can completely walk through walls, floors, ceilings, or any barrier not specially designed to deal with incorporeal beings. You gain Impervious Toughness 3. You can also choose to remain incorporeal, avoiding any damage but unable to physically interact with the world.

Energy Absorption: You start off strong, but if you get an external power source, you can get even stronger! Choose a power source. When you have access to that power source, you gain +2 to all Damage DCs, +2 to your toughness and +1 to any super strength. If you don't have Super Strength, gain super Strength 2.

Psychic Vampire: You can tap into the psionic powers of others. When fighting in a populated area, you can use the collective emotions of the populace to improve your telekinesis or telepathy. Psychic Vampire functions the same as normal Energy Absorption, but instead of increasing or adding Super Strength, it adds or increases your telekinesis, and you can chose to instead of increasing your normal damage, you can increase the save DCs of anything requiring a Will save. (Chosen when you select this ability)

Emotional Fuel is just a variant on energy absorption.

Energy Walk: Pick an energy or physical substance. You can use your chosen energy as a conduit between two locations, allowing instant transmission anywhere you wish! So long as you have a conduit of your chosen energy, you can travel without assistance anywhere in the world in a single turn. For extremely common elements, like Earth and Air, you are limited to within the same continent without assistance.

Mind Control: Not content to merely influence minds, you can outright control them, turning foes to your side or wiping memories from their mind. Note that if this is abused and discovered, it can easily lead to Reputation loss - but the power it offer is often worth the risk. Resisting Mind Control is a Will (DC 14) check. For a second point, the DC increases to 18, and the individual can be controlled for a full week.

Force Field: You can wrap yourself in a bubble of power, protecting yourself from harm! Gain +4 toughness.

Telepathy: You can read the minds of those around you. (Will DC 14 to resist.) For a second rank, the DC becomes 18.

Long Range Telepathy: You don't need to be near someone to read their mind. You can find the minds of others at great range and use your telepathy upon them! While other heroes or mastermind villains have willpower strong enough to resist you, the secrets of the weak willed are yours. Requires telepathy.

Power Leap: Fliers can stay out of the clutches of most Brutes. Not for you! A Brute with power leap can close the distance with even flying foes, though such attacks are more easily dodged. Use melee attacks against flying opponents, but at a -2 penalty.

Energy Form: You take on an energy form, making you more resistant to harm -or- providing a damage aura to those that touch you. For two Customization slots, gain both benefits. The resistance provides +3 toughness and 3 ranks of impervious toughness. The Damage Aura is a melee damage 4 (DC 19, MS 1) that applies when you are hit with or hit with a melee attack.

Regeneration: You heal much faster than any human. Each round, reduce your damage track by one.

Snare: Though webbing, technology, or mystic bindings, you can trap someone in their place. Can a Snare 4 (Resistance DC 14 or Super Strength 2+). For a second rank, it becomes a Snare 8 (Resistance DC 18 or Super Strength 4+)

Telepathy: You can read the minds of others or otherwise (though slick talking, technology, or some kind of magic rope you can toss around people) get them to reveal their thoughts to you. For rank one, it's a Will DC 14 to resist. For 2 ranks, it's a Will DC 18.

Super Speed: You can move much faster than anyone else! Chose one: when making a melee attack roll, roll twice and take the better result, or when defending against ranged attacks force your attacker to roll twice and take the worse result. Either way, you also gain a +2 to escape checks.

Super Senses: You gain some senses far beyond normal humanity. Decide on your super sense and pick one of the following bonuses: +5 to Awareness, No Penalty to Awareness due to concealment or darkness, can see through barriers, or can detect things normally not noticeable to humans. This can be taken multiple times. Each time, you gain a different sense.

Super Movement: You gain the ability to move beyond what most people can do. Decide on the super movement and pick one of the following bonuses: +4 to escape, the ability to walk through solid objects, or the ability to scale any object. This can be taken multiple times. Each time, you gain a different movement ability.

Invisibility: You cannot be noticed by normal sight. Attempts to notice you with visual attempts automatically fail. You can, alternatively, pick a different sense to have automatically fail against you. For two ranks, all senses fail against you except for exotic ones.

Teleportation: You can move from one place to another instantaneously. Gain a +2 dodge, +2 melee, and +4 escape. Long range teleportation (two ranks) allows you to treat the entire world as being in the same region as you. The second rank, due to its power, costs an additional 2 customization points (for 3 total, 1 for the first rank and 2 for the second).

Complications

Rare Weakness: You have a vulnerability to some quasi obscure substance. In the presence of this substance, you must make a Resistance check to avoid losing your power, and must make a toughness check against DC 18 every turn (Impervious benefits do not apply).

Addiction: You have a habit for a mind altering substance, typically narcotics or alcohol, but it could be stranger. If your addiction gets out you will take a massive reputation hit, and more importantly, when held captive you gain a cumulative -2 penalty to willpower and all skills for each weak you are without your addiction.

Reformed Villain: Due to a past on the wrong side of the law, people have difficulty trusting you. Your team starts with 10 less reputation, and you take a -4 penalty to influence checks to convince people to trust you. (Note that if you are a reformed villain and that is not publicly known, this does not apply)

Super Secret Identity: The rules, by default, assume you have some decree of a Secret Identity. If you have a Super Secret Identity, if your cover is ever blown, it would be devastating Perhaps your family is extra vulnerable, or would disown you. Maybe you are a defense attorney using your civilian life to gain information on targets for your costumed life. Maybe you're a reformed villain avoiding the penalties of being known for that. Whatever it is, if your identity is ever uncovered, you're taking a massive reputation hit - and while many heroes will have occasional "Identity Crisis" missions to protect their secret identities, you will have with higher frequency. (On average, it'll be an issue every 1 out of 4 weeks.)

Poor Power Control: Your power has an uncontrolled element to it. Perhaps your fire blasts tend to go awry, perhaps you turn into a rage monster when you become a brute, perhaps your spells draw the attention of dark forces. Whatever it is, when in combat, you must make a constant relevant skill, willpower, or resistance check (DC 16) to avoid losing control of your abilities and causing massive collateral damage

Note: each hero can only start play with one complication, which grants them an additional customization option.

Important Note

If you can't make what you want fit anything I have here, let me know! I'm happy to work with you on making sure that the characters you want can be playable. This includes additional archetypes or customization options - I kept the list to three per archetype right now to avoid overloading initially, more will be offered.
Title: Re: Who Will Save Us Now? Rules Thread (WIP)
Post by: Xathan on March 05, 2015, 10:23:34 AM
The Character Sheet:

[ic]Hero Name: Both your real name and what the media will know you as, which may be different.

Melee: How good you are at landing a melee hit
Range: How good you are at landing a ranged hit

Parry: How good you are at blocking or avoiding a melee attack
Dodge: How good you are at blocking or avoiding a ranged attack.

Attacks: This is the damage for various attacks. Attacks have two ratings: Damage, which is how much force it does to a solo target, and Mook Sweep, how many targets it can take down in a round past the first.

Toughness: A measure of how much damage you can soak. If toughness is labeled with an (I), it is impervious, and attacks that deal less damage do not require a toughness check.
Resistance: A measure of how good you are at shaking off non-directly damaging attacks, such as gasses and some powers.
Will: A measure of your ability to shake off mental attacks, no matter if it's psionic, mystic, or mundane.

Awareness: Your skill at noticing things in the heat of the moment
Capture: A capture checks your ability to end the fight without your foe escaping.
Influence: Your ability to convince people to go with your views.
Investigate: A measure of your ability to learn about thing. Also covers research.
Media: Your skill at manipulating the media to your advantage
Occult: Your knowledge of the supernatural
Science: Your knowledge of technology, biology, and other sciences.
Stealth: Your ability to go unnoticed.
Streetwise: Your knowledge of how the criminal element works.
Tactics: Your ability to make the right decision in combat.

Powers, Gears, and Specialities: A summary of your various abilities.[/ic]

[ic=Character Creation]

Character Creation is a rather important part of Who Will Save Us Now?, since it covers the vital stats of all your heroes. Effort is being put into making character creation quick and painless, so just follow these simple steps to create your hero:

0) Come up with a backstory for your heroes and teams.

1) Choose your Archetype. The base stats for an Archetype can be found above. Keep in mind that the fluff for an Archetype is just guidelines - if you want to reskin the Archetype to cover different fluff, feel free!

2) Assign Skill points: In addition to the base skills every Archetype comes with, you have 8 points you can put into your skills as you see fit. Unlike the Skill bonuses gained from customization options or other sources, these points cannot increase a skill's rank greater than 10.

3) Modify your Archetype: this step is optional. However, you can reduce your melee attack by 2 to increase the save DC of all attacks that work in melee by 2, your range attack by 2 to increase the save DC of all attacks that work at range by 2, Your Parry and Dodge both by 2 to increase your Toughness by 2, or the reverse of any of the above (all melee attacks DC -2 to up melee attack by 2, all ranged attack's dc -2 to up ranged damage by 2, and toughness -2 to increase Dodge and Parry by 2.). Doing it by -1/+1 is also allowed. Larger changes need GM approval.

4) Chose your customization options and complications. All characters start with 2 free customization options and can take 1 complication for 1 additional customization options. More will be available in training. The customization option list still has some pending, so if you want to get a head start on your character with a posted archetype, feel free! Just hold off on those unless you cannot imagine a customization option that you would want more than what you have chosen.

5) Create a team post in this thread will all current members. (http://www.thecbg.org/index.php/topic,210188.msg230307.html#msg230307) Please use the format below for ease of reading.[/ic]

SAMPLE POST:

[ic=Team Name]
[ooc=At A Glance]
Location
Reputation (Starts at 50)
Wealth (starts at 100)
Current Roster: (All current members of team)
One Sentence Summary: (A brief look at what your team is all about[/ooc]Put here and overview of your team, what brought them together, what they have done together before the game started, and some threats they may have dealt with. Basically, a bio for the group.[/ic]

[ic=Hero 1]Include the hero's name, their backstory, and all other relevant information unique to that character. The more detailed, the better!

[ooc=Stats]In this block, please put all of the hero's stats[/ooc][/ic]

Repeat above for each hero in the group. If a Sidekick is chosen, include that above

[ic=Mentor]If the mentor option is selected, put this here. Otherwise, ignore this block.
[ooc]Which Skills your Mentor has their bonus in[/ooc][/ic]

[ic=Police Contact]Your contact within the local police force. If you do not want to create one, one will be provided for you.[/ic]

[ic=Media Contact]Your contact within the local police force. If you do not want to create one, one will be provided for you.[/ic]

Sample Character:

[ic]Amanda Abbey, AKA Liberty Bell

Liberty Bell is a fairly classic Paragon, as her customization options don't influence her power, but rather her place as the team's leader. NOTE: Any character can decrease their archetype's Melee and Range to increase damage or visa verse, and Parry/Dodge to increase Toughness and Resistance or visa-versa. This can be done 2 points in either direction. This customization option is free to all characters. Amanda, however, decided not to.

Stats marked with a * have been increased by a customization option. More customization options are available as the game goes on.

Melee: 5
Range: 5

Parry: 5
Dodge: 5

Attacks: Unarmed (Melee) 8 (DC 23, MS 5), Throw (Range) 6 (DC 21, MS 7)

Toughness: 10, I: 5 - Amanada is incredibly tough, and is impervious up to rank 5 - the damage rating assigned to high powered sniper rifles and medium explosives!
Resistance: 5
Will: 5

Awareness: 2
Capture: 5
Influence: 8
Investigate: 4
Media: 6*
Occult: 0
Science: 0
Stealth: 0
Streetwise: 2
Tactics: 4*

Powers, Gears, and Specialties:

Superhuman Strength 5: in addition to the benefits of high melee damage, with Superhuman Strength 5, Liberty Bell can clear obstacles up to 50 tons with minimal effort.
Flight: Liberty Bell can fly, making her immune to melee attacks from non-fliers unless they have a way to get into range or set an action against her entering melee.
Impervious Toughness 5: Attacks with a rating 5 or lower cannot hurt her.

Customization Options:
Highly Charismatic: You gain +4 to Media, and your team's starting reputation is increased by 5.
Natural Leader: You gain +4 to Tactics and Influence, and allies in the same as fight as you can use your tactics in place of theirs (if yours is higher) or get a +2 to their tactics (if theirs are higher.)[/ic]
Title: Re: Who Will Save Us Now? Rules Thread (WIP)
Post by: Xathan on March 07, 2015, 12:47:33 AM
Your Turn:

Let's break down how a turn works and what your options are at each step of the way.

[ic=Start] This is the beginning of the turn, obviously. There will be a section of blurbs posted that will read like the first section of a newspaper article; those are filled with information that everyone learns, as well as an overall summary of major events. That's what everyone knows.

Also appearing in the general information will be the Doom Counter. Starting at 50 and going from 0 to 100, the Doom Counter represents how dangerous the world has become, with 0 being perfectly safe and 100 being on the edge of the apocalypse. The higher this number goes, the more supervillain attacks will happen, and will even begin to happen without any chance for super-teams to respond.

Possible threats that are ignored increase the Doom Counter. Threats that are dealt with decrease it. Ignoring a threat will only cause a small increase in the Doom Counter, since a factor in the counter is how safe the public feels. Dealing with a threat causes a larger decrease to the overall Doom Counter, so if a team does combat missions, that team's net contribution to the Doom Counter will almost always be a decrease or nil. Teams that spend the week investigating possible threats will only have a minor change in the Doom Counter, either way. Teams that do Media missions or focus in other ways on their reputation and wealth will see a net increase in the Doom Counter from their actions, but will also gain the resources they need to deal with larger threats later.

The Doom Counter is shared among all teams.

Beneath that will be individual team's information, contained in spoiler blocks. We're using the honor system here - please don't read what's not in your box. This will contain the result of the last turns orders, things you would have heard about, and available missions. note that missions listed are not the only options you will have for orders, just some possible tasks for you to consider. We'll discuss orders in the appropriate section.

Below the missions will be the results of any research you did the previous week. Research helps you learn more about a possible threat and, in addition to the added information, can even get you combat bonuses against the foe you may be facing. Any benefits will be added in the Research results section here, in addition to the information gained.

Also contained within your individual box will be your reputation gains for the week and your reputation total, your wealth gains for the week and your wealth total, your current heroes and their current status (Active, Wounded, Injured, MIA, Captured). Active heroes can be used for any tasks. Wounded heroes can be used for any tasks, but take a -2 penalty to all checks on combat missions until they take a week to rest (not participate in any combat missions or any physically demanding tasks.) Injured heroes can be used for research but cannot take place in combat jobs, and can only do Media missions that are not physically demanding. After a week or rest, Injured heroes move to Wounded. MIA and Captured heroes cannot take place in any kind of missions, and missions to find/help them will become available.

All this information will be kept up to date in the Start of Turn Post, so you will not need to keep track if it yourself.[/ic]

[ic=Messages, Planning, and Purchases] The next phase of the turn will, on average, take 2 weeks. During this time you will send messages to other teams and to various NPCs you are in contact with. Messages are assumed to be handled by email, although other message means are possible. All heroes have access to a fairly secure email sever that messages are sent by, which is why it's the primary means of communication.

If you want to communicate with someone in real time (preferably IRC), there are three options. One options is your heroes use a secure chat room provided by their email client. This communication would be played out as a chat in a chat. (So meta!). Another option is cellphones. This allows for real time voice communication, but cellphones create a greater risk of being traced, as cell signals are not as secure as the email server heroes use. Face to face is also an option and in many ways more secure than any kind of electronic communication...but does require meeting someone in person.

Given all the various options available to people to communicate, there are no limit on how many messages you can send.

In addition to sending messages, it is advisable you spend some time during this phase planning your orders. Orders are not finalized until the end of the week and will be discussed in the next section. I advise against finalizing orders before the end of turn unless you are not going to be able to be online on the end of turn day, just because new information may become available from other teams or NPCs in messages that may influence those decisions. At the last day of the turn, I will assume your orders are finalized. If you for some reason aren't able to get your orders in time, please let me know.

During this time you can also make purchases. Purchases reduce your Reputation or Wealth and provide you with some benefit.

Purchases made with Reputation are:
[note]List and prices are not final[/note]Recruitment - One of the most expensive Reputation purchases is Recruitment, which allows you to gain a new hero on your team. Since it completely changes your team's public profile, it is worth 200 reputation. If your team is permanently reduced below 4 members, due to a death or some other reason, it's 100.
Contacts: Contacts are people who know things and will help you learn what you need to know. They may be able to provide you a hot lead on villainous activity, or keep you up to date on when the news will be showing up for a particular mission to maximize your exposure. low level contact (a blogger, a NYPD beat cop) costs 10 reputation, a midrange contact (a full reporter, a respected blogger, a police detective)  25, a high end contact (a police commissioner, a senator/local equivalent, a reporter in a national or international level, a high ranking FBI agent) costs 50, and a contact with global reach (The director of M-16, someone with the ear of a world leader, a major media personality)  100 reputation.
Benefit: A benefit is some edge you have. It covers things like Security Clearance, Status among Society's Elite, Feared Among the Thugs, or anything else along those lines. What it really means is that it adjusts how people react towards you by default - people in the sphere of influence you have a Benefit in will be more willing to share information with you. Benefit has 2 costs: 25 reputation gets you a benefit for a single hero on the team,  100 applies it to the group as a whole, including all present and future members.

Training: Training simply allows you to add new customization options to existing heroes. In spite of its name, Training also covers things like spontaneously developing new powers or making new devices yourself or learning new techniques though study. Training can only be purchased once per hero per turn. It costs 100 Reputation points.

All Reputation purchases "arrive" by the next week.

Wealth can be used to buy new gear, equipment, structures, and items. Anything that is inherently mobile arrives and can be used on the same turn it is purchased. Structures do not arrive until the following week to allow for construction to complete.

Prices for Wealth TBD.[/ic]

[ic=Orders][note]This list is by no means complete. If you want to do something but aren't sure how beneficial it is or how it would work, feel free to ask.[/note]After the bulk of the turn is complete, Orders are finalized. Your orders lay out what your characters are going to be doing for the week. You have several options here:

Missions: Missions are tasks that are offered to you in the briefing. They are not always going to be the best uses of your time for a turn, but they are decent options for you to pick from. A sample mission might be "Baron Death has been sighted in Saint Louis, MO. He's wanted for six counts of murder, and known for always killing someone within a city before he leaves. +15 Rep, -3 to Doom Counter." You can say "The entire team hops in a Super Jet to go search for an attempt to capture Baron Death." as an order. You could also say "Liberty Bell takes a Jet to Saint Louis to attempt to find and capture Baron Death," or break up the teams however you wish. However, you can also go into more detail for what you're hoping to accomplish - do you intend to interrogate Baron Death while there? Do you want to alert the media of his location when you go to capture him to try and get more rep out if it? Do you want to do it quietly and avoid media attention so you can later pose as him - or to deny him the infamy of being captured by you? There are a number of options for how to fulfill a mission, feel free to be flexible. Media missions fiction similarly - the more details the better. Some Media missions will be labeled "IRC" - that means if you take that mission, I'd like for you to take time to meet me in IRC if possible to complete it. If it doesn't work out schedule-wise, that's fine, the rolls still work.

The point of missions is not to restrict what you do in a given turn. The entire point of missions is for people who get very busy and don't have time to really think though their orders to have some fairly straightforward choices that can keep their team busy, or for people that just aren't sure what to do to have some choices. In addition, if in a given turn you do not post any kind of orders and I cannot get ahold of you, I will roll a die to determine what missions you take, keeping your team busy that week. (I'd prefer not to do that, but I've seen forum games grind to a halt due to lack of posting, and want to avoid that with Who Will Save Us Now?)

Research: This involves a character sitting down to learn more about their options. In the above option, the order could be "Research Baron Death." since Baron Death is a thug with a mystic scythe, the higher of your streetwise, occult, or investigate (which is the default option) would be rolled to see what you can learn about Baron Death. You may learn weaknesses, MO, habits, or even his power level relative to your team - all of which would give you a huge edge in fighting him. It makes it easier to take him down in the long run...but beware. Mastermind Villains will use the extra time they have from not being disturbed to fortify their location, and may become more dangerous the longer they are left alone - or may make a crucial mistake that leaves them open.

You can also use research to learn about non-mission objectives. For example, you've encountered in several missions or on several patrols references to a Mr. X. You may want to use research to find out where Mr. X is hiding, who he is, what his goals are, anything like that.

You can also research a particular city/region/area/organization to learn more about it. The more narrowly you define it, the more you'll learn about it. Information gained includes active threats, inactive threats, a brief "who's who", and other salient details.

No matter what, research on a villain/threat with a known general location will eliminate the possibility that you will get a mission result of "You could not locate Baron Death this week," even if you fail to gain any other usual information, so time spent researching is never time wasted.

Researching an area will also always yield some information, no matter how poor the roll.

Researching a villain with an unknown area will always get you a "last known location," no matter the roll, although there is no guarantee he may not be there.

Field Research: Field Research is much like regular Research, but you actually go to a location of significance to your research. For example, Baron Death was previously active in Chicago, so you go to Chicago to do research on his previous victim. It provides the same potential benefits as doing research at base, but carries a +2 bonus to the roll. On the flip side, it carries a much higher risk your research will be discovered, and ties up one of your Super Jets for the duration (unless you have the ability to get there without the Jet).

Patrol: A patrol is a simple way of seeing what you can learn or trying to run across something better. Patrolling is picking an area and spending the week watching it and making it safer. You can come across major plots by patrolling, and are bound (guaranteed) to find something, even if it's only stopping some petty crimes. Patrolling can only be done to a single city or a very small nation unless you have a movement power that allows for a larger patrol, which lets you cover an entire region. Patrolling is also risky, though, because you don't know what you are going to run across - you might find some threats you can easily squash, or you might come across a villain far too powerful for the patrolling heroes to take on without backup. Patrols always reduce the Doom Counter by 3.

Public Appearance: Maybe the Doom Counter is pretty low, or you're ready to recruit a new hero but you don't have quite enough Reputation, even with taking the available missions, to do it in a timeline manner. You can always make a Public Appearance! Decide upon a location, charity, whatever and go there, briefly describing your actions while there. You will get 10 reputation, guaranteed, plus additional reputation depending on media rolls and how it goes. It's free reputation, basically. Public Appearances have zero impact on the Doom Counter, of course, but they do increase reputation. There is a chance your Public Appearance will be attacked, if there is a Villain with motive in the area.

Training: If reputation is spent on training, the hero must spend that week training at base to actually gain whatever he or she picked up.

Move: You just want to locate the hero somewhere else. You order the hero to go to point B. It's a boring order, and not always going to result in anything other than "Warmech arrived in B," but sometimes it's good to just have someone on site. Also, this provides the advantage of getting a hero in place if your Super Jets are tied up (see below for full movement rules). If the hero does a move out of region on the last day of the week, they can spend the rest of the week engaged in some other activity back at base or super heroing out of base (in or near the location of the base). If they are moving out of region, they cannot go out and super hero but can do research or train or other in-base activities  - it's assumed the rest of the week is spent partially planning and preparing for the Super-Jet-less trip, and therefore they do not have time for active combat outside of base.

[ooc]Any hero can move within the region they are located within a week. In smaller countries, such as most European, Middle Eastern, and African countries, that region may be the entire nation. For larger countries, such as the USA, Canada, Russia, China, Australia, and most South American countries, that will cover a portion of the area. Some heroes have powers that cover a wider area - that is always noted in the power's description.

If you're using the Super Jet, you can deploy to anywhere on the globe.

If you want to get a hero to somewhere outside of the region they are currently in, and don't have access to the Super Jet, you must take a plane or train or other slower travel method to get there. Because of the difficulty of arranging those on a short notice, it's assumed your hero spends the entire week prior engaging in some other task (research, training, etc) that they can do from base, and then travelling aftewards.

And that is the entirety of how movement works.[/ooc][/ic]

[ic=My Turn: Combat, Checks, and other Bookkeeping]

This one is going to take a bit more time to finish writing, so the combat rules will have to wait.

[/ic] 
Title: Re: Who Will Save Us Now? Rules Thread (WIP)
Post by: Xathan on March 08, 2015, 10:38:47 PM
[note]Underdeep players will recognize the format for this post. I feel like I need to give a shout out to Steerpike here, as I am constantly massively ripping off the way he wrote and laid out Underdeep while designing Who Will Save Us Now? and honestly, if I didn't have his stuff to provide guidance, I'd probably have gotten stuck ages ago.[/note] Combat is a critical part of any Superhero story, and Who Will Save Us Now? is no exception. The good news is, you as a player won't have to make a single dice roll. But I'm not going to ask you to go into combat blind, so here's how it works:

[ic=When Combat Happens]

There are a few situations that will lead to a combat:

1) A hero or group of heroes runs into a villain. Since neither side was expecting the fight, there is no surprise round.

2) A hero or group of heroes lays a trap for a villain and catches him in it. At this point the heroes will get a surprise round against the villain.

3) A villain or group of villains lay a trap for heroes and catches them in it. In this scenario the villain gets the surprise round.

4) Heroes assault a villainous stronghold. At this point, since the villain will have defences in place to catch heroes, the heroes will need to attempt to be stealthy to gain the surprise round.

5) Villains attempt to assault a heroic base. As above, the Villain will need to attempt stealth.

6) To hero groups meet with opposing goals. While this will not guaranteed lead to combat, especially if orders are given to the contrary, in the grand tradition of comic books it usually will. Such combats will typically be much less vicious and shorter. Since it's assumed the heroes will attempt to talk things out first (again, unless orders are given to the contrary), no group with have a surprise round.[/ic]

[ic=Core Mechanics]

During combat, heroes and villains will attempt to make use of their surroundings and such to their advantage, but ultimately combat will come down to this:

An attack roll (1d20 + attack score) is made vs the appropriate defence (range against dodge, melee against parry). If it's a hit, a toughness check (1d20 + toughness vs DC) is made. If the check passes, the target takes no damage. If the check fails by 1-5, the target takes 1 damage. If it fails by 6-10, the target takes 2 damage, and is stunned for one round. If it fails by 11-15, the target takes 3 damage, and is at a -2 penalty to attacks and checks for the remainder of the combat. If it fails by 16-20, the target is automatically knocked out of the fight.

All characters can take 5 damage total, unless specifically stated otherwise (due to a special ability on their character sheet.) After taking 5 damage, the character can remain in the combat by taking a Wound or an Injury. A wound imposes a -2 penalty to attacks and checks for the remainder of the fight. An injury imposes an additional -2 to attacks and checks for the remainder of the fight. Both those penalties stack with the -2 taken from taking 3 damage from a single hit. After that, the character is taken out. By default, your heroes will attempt to withdraw after taking 5 damage in the fight, or taking a 3 damage or better hit.. If you want them to fight past that, please specify in your orders. If a particular character will always fight until Wounded or Injured, please specify that on the character sheet for that character.

Minions work a bit differently. A minion is taken out if it fails a check by 6-10, and can only take 2 damage total. Minions cannot take wounds or injuries. Non minions making attack rolls against minions roll 1d20 + attack, as normal, but if they roll less than 10, the roll is treated as though it was a 10. A non-minion can attack multiple minions in a round, up to the number indicated by the attacks MS (Minion Sweep). [/ic]

[ic=Ending the Fight]

If a character takes all of their damage, or a group of minions loses more than half their number, or if the fight is "not going your way" and is clearly going to be lost, they will attempt to withdraw from the flight. Doing so is accomplished by making an Escape attempt vs. the opponent's Capture. If successful, you have escaped the fight. If it fails, the fight continues. If the escape attempt fails by 5 or more, the escapee is taken out of the fight and considered captured.

All characters have a 4 escape unless noted in a ability. All minions have a 0 escape unless otherwise noted in an ability.

Note that fights assume by default the characters are not going to be using lethal force, and failing to escape or being taken out does not mean death. If lethal force is intended, please specify in the orders. Villains will often be intending to kill, but will rarely do so in a fight, content to let you "bleed out" or wanting to kill you in a more publicly humiliating way (which happens to give plenty of time for an escape or rescue). If a Villain intends to try to kill you in a fight, research will often uncover that before it happens.

[/ic]

[ic=Other Actions in combat]

There are other options than attacking in combat. Most of these are covered under the powers and abilities section of your hero. Special attacks largely fall into one of three categories, broken down like this:

Affliction: An affliction reduces one of the characters stat, no matter if it's an attack, defense, check, check difficulty, or skill. Afflictions are typically resisted by Resistance, although some are resisted with Will. If a character fails their check against an Affliction, they do not get to make a check to be rid of it until some time has passed: The next round (and every subsequent round) if they failed by 1-5, after 5 rounds have passed (and every subsequent round) if they failed by 6-10, and it by default persists for the remainder of combat if they failed by 11 or more.

The penalties imposed by the same affliction do not stack. The penalties from different afflictions do.

Boost: A Boost is an "attack"  you make against your allies. Boosts increase a stat, of any kind, by a fixed amount stated in the ability's description. Boosts can be found under Powers and Abilities on your character sheet.

Boosts of the same type do not stack with each other. Boosts of different type stack.

Snare: Snares work differently than boosts and afflictions. A snare holds a character in place until a particular circumstance is met, typically a Resistance Check, Attack Roll, Escape Check, or Super Strength Check. (It is assumed that snares are strong enough that normal humans cannot burst them through sheer force) A character snared can attempt to break it once per round, which takes a full round action.* While snared, characters cannot make melee attacks or move, and their dodge and parry is reduced by -4. They can still make ranged attacks (assuming they do not require the character to move much, such as an energy blast in the hand or really anything other than throwing an object.


*Exception: A character ensared with a substances that matches their energy/matter control can break a snare as a patial action, allowing them to still make move or attack actions action, although an energy control check is still required (treat the ranks in energy control as super strength.) Characters with general telekinesis can still attempt to break the snare, but it takes a full round action.[/ic]

[ic=Range Vs. Melee]

Ranged attacks offer some advantages and disadvantages when compared to melee attacks A ranged attack can be used against any foe that is visible and within a "reasonable distance" (I don't have plans for detailed grids and movement rules, so this distance is highly subjective, but will really come down to ~1000 feet for mechanical or energy attacks and ~100 feet x super strenght ranks for thrown weapons as a rule of thumb if I'm not sure.) Ranged attacks can be used against flying foes so long as they are not "too high" (See above). Ranged attacks can be used, of course, at melee fighters who are not yet in range...However, melee attackers who are in melee range force any ranged attack to take a -2 penalty per attacker in melee range, as their foes attempt to spoil your shot.

[/ic]
Title: Re: Who Will Save Us Now? Rules Thread (WIP)
Post by: Xathan on March 09, 2015, 02:08:03 PM
[ic=Base Creation]

Bases are a vital part of Who Will Save Us Now? Your team's base is the primary point of contact for anyone that wishes to reach them, their safe place where they can rest and recover, and a key part of their operations, housing their transport and gear. In addition, from a mechanics standpoint, any customization options that benefit your entire team are part of your base. As such, there are a number of options to customize it and make it yours.

To create your base, pick a location. It can be in or near or far from any city in the real world as well as any fictional city you want to dream up. The base starts as a surface base with: a Super-Jets, A Media Monitoring Station, Contact (Local Law Enforcment) and Contact (Media), and Basic Security System. After that initial loadout, you can chose from 2 of the below customization options. Some of these customization options do not directly impact your base, but will impact the team in some way or another. Base customization options are less "crunchy" than those impacting character, to create less risk of "optimization" for your characters.

Additional Super Jet: By default, a team starts with one Super Jet. This customization options gives them a second one, allowing them to right off the bat attempt to respond to two locations on the globe in a single week! This customization option can be taken again later, and costs 1000 wealth. It can only be taken once at creation, but can be taken multiple times after that.

Loose Confederation: Your team is less of a cohesive unit, and more of a, well, loose confederation of individuals. You add two additional heroes to your roster, but your team cap is still kept at 4 heroes. You can swap out one hero for another on a given week. Because members have more of their "own buisness" going on, the two remaining heroes are not at base when not active. There is a tradeoff for the greatly increased flexibility here: your team gains lower reputation when the "original 4" are not present (Choose which 4 are the "founding members" for the purpose of this), and inactive members will occasionally request the attention of part of the team. Such missions are part of maintaining the cooperation that makes such a confederation work, and as such, do not offer reputation or wealth rewards. These missions can be ignored, but the ignored member will not be available until for two weeks as they have to now deal with it solo. Repeatly ignoring these missions will carry a reputation loss. A team that starts off normally can later become a loose confederation for 200 reputation, and a loose confederation can become a more normal team by upgrading their reserve members to full members for 100 reputation each.

Advanced Training Room: Your Training facilities go beyond the normal ones used by most teams, and provide full on holography displays and tactical readouts. You can spend a week in training against a particular threat that you have already researched. At the end of it, make a tactics roll using the highest of all members present. If it beats a DC 15, all members of the team that participated in the training get a +2 bonus to all attack rolls and both defensive scores the next time they face that threat. An Advanced training room is 500 Wealth.

Advanced Security System: The basic security system that comes with most bases is really just a more advanced version of home security. The Advanced Security System, however, comes with several non-lethal deterrants to protect against attacks on the base, and can alert the team of threats with enough warning to give them a chance to gain a surprise round against the intruders. An Advanced Securty System costs 300 Wealth

Research AI: The Research AI is an advanced artifical intelligence that assists with research tasks. When used by anyone with a research skill, the AI provides a +2 bonus to any research checks. Even without someone actively working with it, it can make checks on its own with a +3, though the AI takes a bit longer to sort though what is important and not on its own, taking two full weeks to complete research tasks solo. 500 Wealth.

Laboratory: You have a Lab capable of handling scientific, forensic or mystic pursuits (choose one). When using your Lab, you can do research much faster, allowing you to do research on the same turn you act, although you still will not get the results of that research until the next week (So if you're researching Baron Death, you can take a week to research him AND make a media apperance. You could also attack him that week, but you wouldn't gain the benefits of the research against him). A Lab costs 500 Wealth. This upgrade can be taken multiple team. Each time, choose a different focus for it.

Space-Jet: As the super-jet, but is capable of orbital flight or even flight to nearby worlds! This changes an existing Super-Jet, which still must be purchased normally. 500 Wealth on top of existing Super-jet.

Mentor: You gain a mentor who helps your team learn and grow. A mentor is a separate character that does not participate in combat - it could be a retired hero, or the "Creator" if your team, or some other role - but it does provide you access to an individual who can do tasks around base on his own. A mentor has a +4 in 2 of Science, Occult, Investigation, or Tactics. 300 Reputation.

[ooc]this list is obviously very preliminary, having only 7 options at the moment (9 if we count Laboratory with different stats a different options). More will become available, but all other ides I have right now are things that would not be OK at start of game, so will get added later as I focus on things that are available from the start. There's a sample one below the OOC break so you can see some of what will become available in the future.[/ooc]

Teleportation System: You can teleport to preselected locations. When you purchase the Teleportation System, select 2 locations elsewhere on the globe. You can treat these locations as being "local" for movement purposes. After purchasing the Teleportation system,  you can get additional locations. 1500 Wealth initial, +500 per location. A Teleportation System cannot be purchased at base creation.
[/ic]