Questions unite people, and answers divide them.
- Elie Weisel
~ Introduction ~ Make A PC ~ PCs & NPCs ~
~ Campaign ~ The World ~ Contact & Updates ~

This is information all Players are required to fill out.

  Things To Keep In Mind  

To learn what questions are unanswerable and not to answer them: this skill is most needful in times of stress and darkness.
- Ursula K LeGuin, "The Left Hand of Darkness"

  1. All PCs are new. You can't play a previous PC. You could play a clone of them or something (*perhaps*) but NOT them. Why? Because this is the Aftermath, 17 years or so into the future - it's about how the world has changed, and how it views those PCs. They're Established now. Legends. Make something new. (There is one exception to this. It's being worked out. There will be no others.)
  2. A mutant (any PC born with a power working) can be 17 or 18 or so, no older. Being born with one means it marks you physically/mentally/how power works somehow. That generally sucks The advantage is you were born with them, you can (possibly) control them better than others who just wake up one day with powers - & you can move the 220/110 balance around a little, with GM approval
  3. A PC who has just come into their power's big advantage is that, since you're not a freak, you have a real Normal Life. And the government doesn't know who you are or have you on some file most likely, which is good.
  4. The PCs will most likely be a team. A' forced' one (some having been given some "incentive" to join, others joined because a super team is cool! - or something like that. It gives the PCs a reason to get together. THE PCs ARE UNDER NO OBLIGATION TO LIKE EACH OTHER - JUST TO TOLERATE EACH OTHER (mostly).
    (This is simply to create party cohesion - and because groups work together well. The Players aren't expected to change a PC idea just because "someone else already has X" - the PCs were brought together, *not* created in the comic book useful powers balanced fashion. It could be done this way somewhat if players want.)
  5. The PCs are heroes (or vigilantes) NOT villains nor the punisher-style anti here. AND NOT BARRY :p (I have no idea WHAT Barry was. He is his own classification )
  6. Hero means the PC has super powers.
  7. This is in to satisfy the Law of Fives.

  The Questionnaire  

Teachers who offer you the ultimate answers do not possess the ultimate answers, for if they did, they would know that the ultimate answers cannot be given, they can only be received.
- Tom Robbins

  1. Why do you want to play this game?
  2. What do you like about the super hero genre?
  3. What do you dislike about the super hero genre?
  4. What would you love to see in the game?
  5. What do you never want to see in it?
  6. Would you be interested in helping "make" the world by writing up the occasional brief bios for a super type team/individuals or news clippings? Why or why not?
  7. Do you have any objections to the PCs being posted on the site?
  8. What do you have in mind for a PC idea (if any)?
  9. Oh, yeah, and what about powers for said PC?
  10. Why is your PC a hero? What does s/he/it do in their spare time? how do they justify NOT spending all the time they can saving lives?
  11. When it is right to kill a villain? What makes you a hero? When do you become one? When do you stop?

Note: you must be willing to write a good background detailing the PCs family (immediate/adopted/legal guardians) and friends? See Stella (StarChild), Wesley (Bloodhound) or Wendall (Wrath - an NPC) from Hubris for good examples of this. A well developed background gives the GM (me) a lot more to work with and hence a lot more to help develop your PC with.

~ Introduction ~ Make A PC ~ PCs & NPCs ~
~ Campaign ~ The World ~ Contact & Updates ~