Post by WildKnight on Dec 18, 2014 12:41:07 GMT -5
The year is 1984. The U.S. and U.S.S.R. are in a stalemate for dominance of the globe. In the free world, greed is good and the beautiful people can have it all. Behind the iron curtain, a seemingly indomitable military machine fueled by one purpose only stands poised to surge.
Beneath it all lies a world of rogue police officers, secretive ninja clans, retired military operatives who might be the only one who can save the day, and mind-bending secrets hidden in every shadow. Governments and private organizations experiment well outside the bounds of ethical science. Shadow wars, both ancient and new, change lives every day but are never seen in the news. This is a world badly in need of heroes.
Are you a washed up movie star who secretly knows an ancient and deadly martial art? A retired commando who swore he'd never pick up a gun again? Frustrated police detective whose chief is constantly on his back? Professional athlete itching for some real action? Refugee from a war torn nation just looking for a life of peace, and attempting to forget your past as an assassin for an oppressive regime? This is the game for you!
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Character Creation: 40 +10
Abilities Scale from 1 - 4. 3 is the normal human peak, but some characters exceed these norms.
Energy Rule: All characters begin play with an energy pool of 18, and a regeneration rate of 6.
Actions: Non-powered Actions (including Ninja) are available at their listed costs. Some "powers" are available, but ALL "superhuman" abilities come with a story cost (for which you DO NOT receive additional Challenge Stones). For instance, if your character has learned the secret ninja art of Invisibility, his Clan or other Clans might be hunting him, and ALL superhuman actions must be used with great caution, because if the public discovers their existence, the results would be extremely dire. Primarily, I expect characters for this game to have (relatively) high ANs of more mundane actions.
You can purchase Actions to represent gear your character possesses. For instance, if your character owns a very special pistol, you might buy the "Force Blast" action to represent that (the chief benefit being that Actions are easier to improve than Modifiers, the downside being obvious). If an Action represents gear that can be taken away, you may purchase it at -2 CLs.
Modifiers: Modifiers are not limited by my usual House Rules. If you want to build a character whose primary attribute is a Toughness of +7, knock yourself out 8)
"Foot Fist Way" Very few characters in this game would have actual claws, but "body hardening" via various means could certainly make one's hand-to-hand skills more lethal. "Claws" can be purchased to demonstrate an "iron fist technique", or any similar effect. "Retractable" need not be purchased, it is assumed for purposes of this game.
Beneath it all lies a world of rogue police officers, secretive ninja clans, retired military operatives who might be the only one who can save the day, and mind-bending secrets hidden in every shadow. Governments and private organizations experiment well outside the bounds of ethical science. Shadow wars, both ancient and new, change lives every day but are never seen in the news. This is a world badly in need of heroes.
Are you a washed up movie star who secretly knows an ancient and deadly martial art? A retired commando who swore he'd never pick up a gun again? Frustrated police detective whose chief is constantly on his back? Professional athlete itching for some real action? Refugee from a war torn nation just looking for a life of peace, and attempting to forget your past as an assassin for an oppressive regime? This is the game for you!
******************************************************************************************************
Character Creation: 40 +10
Abilities Scale from 1 - 4. 3 is the normal human peak, but some characters exceed these norms.
Energy Rule: All characters begin play with an energy pool of 18, and a regeneration rate of 6.
Actions: Non-powered Actions (including Ninja) are available at their listed costs. Some "powers" are available, but ALL "superhuman" abilities come with a story cost (for which you DO NOT receive additional Challenge Stones). For instance, if your character has learned the secret ninja art of Invisibility, his Clan or other Clans might be hunting him, and ALL superhuman actions must be used with great caution, because if the public discovers their existence, the results would be extremely dire. Primarily, I expect characters for this game to have (relatively) high ANs of more mundane actions.
You can purchase Actions to represent gear your character possesses. For instance, if your character owns a very special pistol, you might buy the "Force Blast" action to represent that (the chief benefit being that Actions are easier to improve than Modifiers, the downside being obvious). If an Action represents gear that can be taken away, you may purchase it at -2 CLs.
Modifiers: Modifiers are not limited by my usual House Rules. If you want to build a character whose primary attribute is a Toughness of +7, knock yourself out 8)
"Foot Fist Way" Very few characters in this game would have actual claws, but "body hardening" via various means could certainly make one's hand-to-hand skills more lethal. "Claws" can be purchased to demonstrate an "iron fist technique", or any similar effect. "Retractable" need not be purchased, it is assumed for purposes of this game.