This page is for important game rules and additional information that's too long for the game description on the homepage.
All PCs are students of high school age
PCs are motivated (defined by themselves/players) to become heroes.
All personality types are welcome, within reason.
Loners are loners in the vein of Batman or Wolverine, i.e. they always find themselves on a team, or having a large ‘family’ of heroes.
All PCs automatically receive the complication of reluctant to kill and secret I.D.
PCs must be able to pass as humans, certain things are permissible as long as the reason they look different could be explained to a ‘normal’ without stating due to superpowers…( for example various anime hair colors/eye colors can be explained by dye or contacts respectively.
* students who don’t fit the above are with a different program (not PCs in this game)
The students are part of a secret program to train superheroes.
Time frame: the present, Technology: present level with one exception.
If a player has more than one idea, they can play up to two students. All students have to be approved by GM(s).
In hero/champion rpg terms powers are restricted to 60 active points. Base for these characters is 300 + 60+ in complications. If one has a good story reason for breaking this ask, but it should be conditional and rare.
Characters will be effective with less than the maximum active powers.
Unless stated otherwise, all students have the every-man skills that a typical student would have automatically.
Mystery complications and powers are fine. Both versions, the PC not knowing, or both the player and the PC not knowing. If the latter the GM(s) will work with the player to define any mystery complication or power.
Character types that will be difficult: iron-man or gadgeteers, As technology with one exception is the same as the real world.
This one exception is the school’s super costume.
Because super-heroes should wear what looks like tight spandex and to allow for any concept, and not worry that the first bullet to hit the student will kill them.
In addition, and to emphasize the characters are teenagers, and for one reason or another, they have been ‘recruited’ to attend this school. Therefore characters should not be all powerful during the super/combat parts and not all capable for the non-combat/role-playing parts. PCs are super and therefore they can be as powerful in some regards as full supers or have skills above what teens normally have. But most are below their potential in either room to grow the power, or get needed control, or just learn about themselves and others.
All characters to be approved by the GM. If during approval the GM has a concern but approves the character, it should be read as pending addressing the issue.
This game uses the hero/champions rule set (modified).
One needs no knowledge of the hero/champions system as the GM and anyone with experience will assist with taking one’s character from vision to defined with the rule-set.
A short statement on the rule-set: to do anything non routine, one rolls 3d6, lower is better. More to be explained in game.
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 or roll against a skill to see if one is knowledgeable.
All skill rolls, perception rolls, attack rolls are 3d6 vs a target number.
To roll the dice, you can use the many online generators or roll physical dice. I trust that if you say you rolled a # that is what you rolled.