The Multiverse Adventurers Guild
Play your own hero!
There are 2 parts to your character. The first part is the framework. This tells us what your character can do. This is what the rules allow and don't allow. The second part is what that looks like. So let's take the cyborg. We'll give her a (+3) dex. The player could say 2 points of that are cybernetic dex boosters. The Wizard took a dex of (+1). She has an amulet that grants the bonus. The super hero has flight. He flies on flames. The flames have no game effect, but they look cool. When a player says they want a bonus for their character don't add this to their abilities. Instead use it to describe the abilities they have. Let's say a character plays a giant and they feel this should add to their ability to intimidate. In reality this would explain whatever points they played no result in a bonus.
Most people have between a (+1) and (-1). These are ordinary people. A (+3) would be much rarer. A (+4) would be an Olympian or professional athlete.
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Experience is measured in xp. Players should get 3 character points per 4-hour session and a bonus point or 2 for completing extra objectives. PCs get power every session and they can spend them immediately or even during the game session. power also is the number of resources. At the beginning of each session everything resets; resources. Spell points, life points. This keeps game play simpler. All players get the power regardless if they are present.
Players buy stats, skills, and items just as in character creation.
PCs are ordinary people that do extraordinary things.
New powers cost 5 points. But maybe you spend 10 to do it in the first place? But this
​​ All Players start with one stat at (+2), one stat at (+1), and one at (-2) and three at (+0).
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The GM decides the power level of the campaign. This is done by assigning a number of experience points (xp) that can be used to modify stats, skills, or items. Experience points are also earned in play. 10 xp would be typical to start.
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Players can use xp to increase stats, skills and items. To do this for stats is the same as for skills and items. To increase a stat from 0 to 1-4 use the following reference.
Stat = XP cost​
1 = 1
2 = 4
3 = 9
4 = 16
If you already have above a 0 you use the above cost, and subtract the cost of your existing stat. For example, from 2 to 4 takes the cost of 4 minus the cost of 2: 16-4=12xp.
To increase a stat from a negative value to 0 cost the following
-4 = 16
-3 = 9
-2 = 4
-1 = 1
If you are improving a stat, but it is stating negative you use the above cost, and subtract the cost of your existing stat. For example, from -4 to -2 takes the cost of -4 minus the cost of -2: 16-4=12xp. ​
Stats (St)
Strength - this represents activities requiring brute force. Ex, weapons, hand to hand, break something, or climbing, or surviving some powers. (any athletic task). Players can choose this as a combat stat.
Dexterity - this represents activities requiring physical finesse. Ie. Ranged combat, vehicles. Players can choose this as a combat stat.
Endurance - this represents a character's ability to handle physically grueling tasks and affects life points. Ie. Life points, staying alive below 0 life points.
Intuition - this represents knowing things outside your education. This is that gut feeling you get or the ability to take disparate pieces of information and draw a conclusion. Ie. Initiative, solving problems.
Education - this is what you have learned in life. It could be a college education or things learned by experience. Ie. Knowledge skills,
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​Influence - this is your ability to use your personality to get people to do your bidding. Ie. Fast talk, intimidate, contacts,