This page is for important game rules and additional information that's too long for the game description on the homepage.
Thank you for your interest in my game. I do appreciate you.
Inspiration for this game includes the New Mutants, Generation X, Teen Titans, Young Justice, books from Antarctic Press, and many more comics, television shows, books,anime, and manga.
And as many of these sources, yes these teens attend school, but always are able to go on adventures, or as natural trouble magnets, often adventure finds them.
All characters are young and of heroic bent. Anyone wanting a loner type character will automatically be a 'reluctant' loner in the vein of batman or wolverine.
Have a concept of the character as a person and then add superpowers. I will work with anyone to flesh out specific details. Mystery and teenage angst/drama or encouraged.
Statistics: How strong, quick,tough, how smart,strength of will,presence (charisma,leadership,etc.).
Statistic levels include Week, Challenged, Average,Notable, Excellent, Legendary, & Superhuman.
Disadvantages: Most disadvantages will be determined from your character description. Just about any disadvantage can be used. Every student has a disadvantage of being young or a minor, a reluctance or total code that one will not kill. Characters should have a secret ID (the rest of the school has no knowledge of the supers in their midst.). Distinctive features either should be minor/able to be hid or only when using one's powers.
Skills: What one's character is good at. Every character can do what is called every-man skills, unless required by character design.
skill levels include: Familiar, Proficient, Competent,Skilled, Very Skilled, Highly skilled, extremely skilled, incredibly skilled. Most people in the world are competent in their main skills and familiar or proficient with others. These students being different can be prodigies in skills.
Powers: One can be any archetype or power-set (except for powered armour, so no iron men) and no powers that one can do everything (no green lanterns or phoenix). Rough power levels can be up to 4 times a typical rifle. Being young and untrained limitations on powers are common. Some heroes have powers/abilities that they don't know about their full abilities.
All skill,perception, and attack rolls are done by rolling 3d6, where 3 is automatically a success, and 18 is always failure.
skill target depends on how good that character is at that skill.
Combat: The characters offensive ability is added to 11 and subtracted the opponents defence, and then 3d6 is rolled against the target number, lower being better.
example: if a hero has a 6ocv (offensive value) and the crook has a 3 dcv (defensive vale) then the hero needs a 6+11-3 or 14 or less to successfully hit.
Standard effects (meaning a character will always have the same effect for their power. Unless requested for drama.
The majority of the combats will be with mook rules. So when encountering a bad guy, I might type, you see 3 crooks (lvl 1 mooks, dcv 3) & 1 crook (level 3 mook, dcv 3). The level being how many successful hits one needs to ko the bad-guy.
I will not trick you. Innately the character's know just enough not to kill or maim their opponents.
Dice rolls: Occasionally you will be asked to roll dice or one might pre-emptively roll a perception or other skill check. for example you might be asked to roll a perception check to notice something. you can use the many online generators, roll physical dice, I trust that if you say you rolled a # that is what you rolled.
The island of Anticosti is a federal district of the united states. The city is called Liberty City.
Notable features: The United Nations is heavyhearted
in the NW part of Liberty City. The eastern part of the island is dominated by a large multi-branch military base.
The college Barnheart , can be found south of the academy, is a typical New England small liberal arts college. University of Liberty can be found east of down-town. The academy,college, and university have a number of agreements to share resources.
James Madison Academy
A boarding school located in the middle of the island.
Co-ed, includes students from grade 8-12.
Approximately 800-1000 students typically attend.
On the north side can be found the dorms and the dining commons.
The south side has the classrooms.
Between the dorms and classroom is a large library with the school auditorium, and the administrative building and the athletics building.
Further south of the classrooms , the sports-fields can be found.
Near the campus. To the north and west can be found a large municipal park, mostly wilderness, it provides the city with necessary recreational space.
Beyond the campus can be found Robert Smith memorial garden. Here can found not only a place to honor veterans, but also the important people of Liberty City’s memorials. It is known for the various architecture themes. Tours are regularly available.
statistics range from 0 on up.
STRENGTH (STR) Represents the character’s physical power:
DEXTERITY (DEX) Represents a character’s agility and reaction time. Many important Skills are DEX-based.
CONSTITUTION (CON)Represents a character’s health and hardiness. A character’s CON determines how easily he’s Stunned in combat.
INTELLIGENCE (INT)Represents a character’s intellect, reasoning, memory, perceptiveness, and ability to learn. INT serves as the basis for Perception Rolls and many important Skills.
EGO (EGO)Represents a character’s willpower and general strength of mind. EGO resists Mental Powers and interrogation, and helps with tests of willpower.
PRESENCE (PRE) Represents a character’s charisma, force of personality, bravery, and leadership qualities. PRE allows characters to impress or awe others and the resist the effects of another character’s high PRE.
OFFENSIVE COMBAT VALUE (OCV) Represents a character’s accuracy in combat; it’s used to make
DEFENSIVE COMBAT VALUE (DCV) Represents a character’s evasiveness in combat; it’s used to
oppose Attack Rolls.
OFFENSIVE MENTAL COMBAT VALUE (OMCV) Represents a character’s accuracy in Mental Combat; it’s used to
make Mental Attack Rolls.
DEFENSIVE MENTAL COMBAT VALUE (DMCV) used to oppose Mental Attack Rolls.
RECOVERING Characters use REC to regain lost STUN and expended END, when a character needs. Unless one is making a character point it will be presumed that enough stun and end will be recovered during combat and unless desired all after combat.
SPEED (SPD) Determines how many Phases a character has each turn. Everyone has the same spd unless otherwise for character concept.
PHYSICAL DEFENSE (PD) Represents a character’s ability to withstand damage from physical attacks.
ENERGY DEFENSE (ED) Represents a character’s ability to withstand damage from energy attacks.
ENDURANCE (END) Represents the energy a character expends to act, exert his STR, move, and use his powers. A character at END 0 or lower can still act, but burning STUN in place of END as described below. This will not be tracked unless wanting to for drama.
BODY (BODY) Represents how much damage a character can take before dying. Will not be used unless for drama.
STUN (STUN) Represents how much damage a character can take before being Knocked Out.
A good rule of thumb is for the first 6 stats 10 is considered average for a super, 20 is the maximum normal, and above starts your super-powered people.