SAC CAMPAIGN GROUND RULES

GENERAL DESCRIPTION

The time is the late fifties and it is the Silver Age of Superhero’s. All events happen as the did in history with some change, but their outcome is predicted by the actions of the PC’s.  This campaign picks up where the Golden Age left off with flowing continuity.
 
 

IMPORTANCE OF THE PCs

The PC’s are the second generation  super-hero’s in history and, for good or bad, gain high media attention. Their actions are grandiose enough to effect their worlds history.
 
 

CAMPAIGN TONE

Morality: 3
  1. Good vs Bad is black & white
  2. Good vs Bad is mostly clear-cut
  3. Some cross-over between Good vs Bad
  4. There is little distinction between good & bad
  5. Morality is always in shades of gray
Realism: 3
  1. Very Romantic
  2. Romantic
  3. Nuetral
  4. Realistic
  5. Extremely Realistic
Outlook: 3
  1. Everything works out- Very optimistic
  2. Almost everything works out
  3. Serious balanced by light-hearted
  4. More serious than light-hearted
  5. Almost entirely serious
Continuity: 3
  1. Episodic- No effort is made to tie the adventures together
  2. Mostly episodic, with some continuing stories
  3. Some long stories and some episodic ones
  4. Mostly serial, some enforcement of campaign continuity
  5. Entirely serial- Everything must fit into the storyline

PHYSICAL WORLD (DESCRIPTION)

The setting is the late fifties to early seventies, all physical surroundings match the enviorment of that time.

CHARACTER BUILDING GUIDELINES

Starting points for PCs: 100
Max points from one Disadvantage Category: 50
Maximum Disadvantage Points for PCs: 150
Characters automatically have Characteristic Maxima disadvantage at no point value: No
Characters can carry normal technology at no point cost: No
Power Levels
Attack Powers
Beginning Range: 40-50
Maximum: 60
Defensive Powers
Beginning Range: 15-25
Maximum: 30
Skill Rolls
Beginning Range: No Limit
Maximum: No Limit
CAMPAIGN RULES
Combat uses Hit Locations Chart: No
Knockdown Rules Used: No
Long-term Endurance Rules Used: No
Limited Push: 10 pts.
HOUSE RULES
No END will be used, Bought, or Sold.
CON will cost only 1 per 1 pt.
Pushing will cost a character STUN pts.
No Knockback unless allowed by GM.
A natural 3 allows the roller 15 extra Active pts. to his attack.

CHARACTER REQUIREMENTS

(R)Required / (D)Disallowed Skills

Skills

D: Inappropriate Science Skills for the time period
R: Skills for Character Background

 Talents & Powers

D: Endurance Reserve
D: DM Reduction (Unless limited by special effect)
D: Desolidification w/the Affects Solides Advantage
D: Time Travel
D: Summon
D: VPP’s w/more than 50 pts.
D: Multipower w/more than 5 slots
D: Endurance Increase or Decrease
D: Uncontrolled

 Disadvantages

 None