Meta-Storm – An alternate
universe superhero game.
The game will be played using
HERO 5th Edition, Revised rules. (The Green Man Book)
Universe Mysteries
& Metahumans Power
Levels History
& Timeline
Guidelines are:
PCs are Alpha level characters, built on 350 Base points, plus up to 100 points in disadvantages.
Characteristics should remain within reason, based on Concept. I would prefer not to see every PC have a 30+ characteristic. A 30+ characteristic should be the defining characteristic for a character - a 30+ Strength should be the realm of Bricks, a 30+ Dexterity the realm of Speedsters, etc. Any character with more than two Primary characteristics above 20 will receive a VERY close look. Any character with more than two Primary Characteristics above 25 will be seriously questioned. For a comparison, see the ‘Power Levels’ page.
Max Active Points: 75
Max Defenses: 30 for a single Defence, no more than 75 Total among all. (Max in each case includes Hardening, Max total includes Lack of Weakness.)
Max Skills: 1 at up to ∞; all others 17-.
No Megascale attacks, limited Megascale movement.
Power Class determines availability of Power Frameworks.
Level 3 – No Frameworks available, character is basically a one-trick pony. Max Active Points and Defenses increased by 10.
Level 2 – Elemental Control Available, no more than 3 or 4 slots, EC must fit a very tight definition of power. Max Active Points and Defenses increased by 5.
Level 1 – Multipower Available. 5-7 slots. No change to Active Point / Defense Maximums.
Prime – VPP available. Max Active Points and Defenses decreased by 10.
Types of characters:
The Tone of Meta-Storm is largely Silver-Age, with a mixture of Bronze. Character backgrounds are not overly complex, and powers tend to be simpler in nature. It is more likely that a Jay Garrick will appear than a Wally West, for example. Or an Elongated Man, as opposed to Plastic Man. In addition, the PCs must be of the nature to enter the superhero world in the first place. No loners, ex-assassins, or misanthropes.
All characters WILL have – at bare minimum – Unwilling to Kill, a 10 point Psych Lim. This means that the characters are psychologically unsuited to even consider lethal force under almost all situations. Only when seriously pushed, or when their own life is truly at risk, will killing really be an option.
Here’s a sample of what I mean, using a typical Fire Blaster, so you can see what I mean by Power Classes and simpler powers:
Level 3
Fire Blast. Not enough thrust to fly with, not enough force to deflect attacks with. High Ed, possibly resistant, Decent Pd, non-resistant.
Level 2
Fire Blast
Flight, by directing blast downward
Missile Deflection, attacking missiles as they appear.
Force Field
Powers can – and probably should be – placed inside an EC.
Level 1
Character may have EC, as above, with additional slots. In addition, may be able to vary fire blast as follows (In a Multi-Power)
Fire Blast – Basic jet of fire. (Normal Attack)
Fire Bolt – Narrower, hotter flame jet. (Killing Attack)
Fire Hose – Jet of fire with expanded Arc of attack.
Immolation – Circular blast of fire centered on PC.
Prime
Pretty much anything that can be purchased and justified by
the power’s special effect. VPPs available, with limitations. (No Cosmic VPPs, please. Best use for them is to replace Multi-Powers
which would have too many slots to be feasible.)