Wednesday, January 20, 2016

Character creation

HERO CONCEPT

Before you get started consider what sort of superhero you want to play. Ask yourself the following questions:

What is your heroes role in the group? Are you a close combat brawler, a superhuman paragon, a superstrong powerhouse, a long range marksman, a device utilizing gadgeteer, a speedster, a mentalist, a shapeshifter, a magician, a supernatural vessel for an extradimensional entity, an artifically intelligent construct or a some combination of the above?

What is your story? If Vanguard for Victory is our Avengers then what kind of story would your solo adventures be? Are you hardboiled detective, a superspy, a worldclass thief, the hero from a space opera, survivor of a zombie apocalypse, a mercenary from a wartorn battle theater, a teenager just trying to make it out of high school, someone standing up against organized crime, a archaeologist of the unknown, a one chosen to fight against the darkness or a transplant from another time?

What is your origin? How did you become a superhero? Do you have superpowers? If so how did you get them? Was there an accident involving strange chemicals? Were you exposed to cosmic radiation? Are you or one of your parents an alien? Were you bestowed mystical powers from an ancient benevolent being? Are you a secret government experiment? Are you possessed? Did you give yourself superpowers because you are a genius? Did you eat glowing beets? Are you from the future where everyone has superpowers?

What is your alternate identity? When you are not a costumed superhero what do you do? Is your real identity secret? Do you have a family? How about close friends? Do they know you are a superhero? Does the rest of the world?

What is your motivation? Why are you a superhero? Are you hoping for acceptance or just in it for the money? Are you responsible for your great power of do you just want to be famous? Do you are a strong belief in justice, patriotism or morality? Did someone you care about die in a really motivational way? Do the voices in your head command you to do these things?

What are your goals? Write down three goals you would like your character to acheive before the end of the campaign? One should be personal, one should be group oriented and one should be for the betterment of mankind.
What is your experience level at superheroing? Are you a fresh faced newbie? First time in a cape? Do you have some cases under your belt? Have you ever faced off against a super criminal? Have you ever dealt with an evil mastermind? Have you been at it so long you've lived through some key era events? If so, which ones?

What is your exposure level? Does anyone know your name or remember you? Have you ever worked with the police? Have you ever handled the media? Are you a vigilante or a respected crimefighter? Are you a reformed supervillain looking for a babyface turn? Are you overexposed? Is the general public enamored of you or think your a hasbeen?
Where are you from? Are you a protector of another city, state, country, alien world or dimension? If so why didn't you stay there? What brought you to Emerald City besides the Vanguard for Victory? Are you from Emerald City? If so, are you a legacy hero or connected to one of Emerald City's heroes from the past? 

When is okay to kill?

Who on the team do you already dislike?

What is your biggest fear?

What is your biggest regret?

Why join the Vanguard for Victory?


COMPLICATIONS

Choose at least two complications for your hero: a motivation (which likely has already been defined above) and at least one other. You can take as many complications as you wish, although the GM may set limits for the sake of being able to keep track of them all. Complications are also self-limiting, in that you only earn hero points for those complications that actually come into play. So even if you have more than a dozen, if the GM can only include a couple in a game session, then those are the ones that earn you hero points for that game. You can—and generally should—look for opportunities to include your hero’s complications and offer suggestions to the GM, who makes the final decision on which complications come into play at any given time. The GM also decides what complications are appropriate for the game and can overrule any particular complication, based on the style and needs of the story and the series. Keep in mind the adventure needs to have room for all of the heroes’ complications, so individual ones can only come up so often. 


POWER LEVEL

The Vanguard for Victory team is recruiting from the best and strongest the world has to offer. To this end each of you will be making a character worth 180 power points, making them Power level 12 characters. Power level 12 is where you find many of the members of the current Freedom League, the world's #1 superhero team: Daedalus, Lady Liberty, Captain Thunder and the Raven, to name a few. They are “senior” heroes, usually with considerable capabilities (and, often, experience). Those lacking superhuman powers (such as the Raven) have amazing levels of skill and resources to draw upon while the superhuman types are often among the most capable in their particular area, often worthy of titles like “King” and “World’s Greatest”. Using Power Points you will purchase Abilities, Advantages, Skills and Powers.

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