It was a dark and stormy night. You lay in your bed, tossing turning, and unable to sleep. It would all begin tommorrow. A new stage of your life, a new chapter of your story, a new step of your journey. You knew not the horrors you would have to face, the challenges you would have to overcome, the trials you would have to succeed. You had nothing to prepare you.
For High School.
Of course, for you it was worse than the others. The normal kids just had to worry about making friends, about learning where the classrooms were, about how much more homework they would get. You had to worry about hiding. You weren't one of the normal kids. You were special. Unusual. Powerful. You were finally beginning your double life. On the one hand you would have to interact with classmates, do schoolwork, and generally live an outwardly normal life. On the other, were your abilities. You would have to hide them from all the others, even as you used them to improve the world.
It wasnt going to be easy, but you knew you had to do it.
You would have to live:
Under the Mask
Welcome to the latest superhero AC. This one is slightly different from all the others in that you will play as high school children at the same time as you battle the forces of evil. Which adds another level of complication as you try to conceal your secret identity from NPCs that will be with you for so much of the time. You live in the town of Doumedsville, and attend St. Ravus High School.
Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including boot players for inappropriate sneezeing. Just because I can't hear it doesn't mean I won't be pissed off by it, so don't do it!
I'm going to enforce a heroes only rule here, if I get the feeling your character is beating up too many good guys or something said character shall be rejected. Note that there is a difference between a character rejection and a banned player. If I feel your character is going into trolling territory that will result in a player ban.
I'm sure you have at least some idea what an Action Chatroom game is by now, so I'll skip with the bit that say's I'll ususally tell you what's going on before missions.
Character Creation:
To create a character you have to fill out the following table, but I'll provide a step by step run through, as well as an example completed character. Note that unless you can provide a really good explanation otherwise, your character is 14 years old.
Ok, you now have a character. If you're confused about any of the above things, see if this example character clears anything up before asking me.
Leveling Up:
Every mission you will earn XP. Once you have earned enough XP you will go up a level. Every level increases your HP by 5, and every second level you will earn an extra feat.
Additional Stuff:
If you have ideas for villains, classmates, or other important characters that you would like included in the game at some point please PM them to me and i'll see what I can do with them. Although I may change up some things about them.
Rule Addendum: In Character Mission write-ups may be awarded XP.
Rule Update: All new Characters now start at level 2.
[Anything I missed will be added here when I remember it.]
DT
GMing AC's like ah baws
For High School.
Of course, for you it was worse than the others. The normal kids just had to worry about making friends, about learning where the classrooms were, about how much more homework they would get. You had to worry about hiding. You weren't one of the normal kids. You were special. Unusual. Powerful. You were finally beginning your double life. On the one hand you would have to interact with classmates, do schoolwork, and generally live an outwardly normal life. On the other, were your abilities. You would have to hide them from all the others, even as you used them to improve the world.
It wasnt going to be easy, but you knew you had to do it.
You would have to live:
Under the Mask
Welcome to the latest superhero AC. This one is slightly different from all the others in that you will play as high school children at the same time as you battle the forces of evil. Which adds another level of complication as you try to conceal your secret identity from NPCs that will be with you for so much of the time. You live in the town of Doumedsville, and attend St. Ravus High School.
Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including boot players for inappropriate sneezeing. Just because I can't hear it doesn't mean I won't be pissed off by it, so don't do it!

I'm going to enforce a heroes only rule here, if I get the feeling your character is beating up too many good guys or something said character shall be rejected. Note that there is a difference between a character rejection and a banned player. If I feel your character is going into trolling territory that will result in a player ban.
I'm sure you have at least some idea what an Action Chatroom game is by now, so I'll skip with the bit that say's I'll ususally tell you what's going on before missions.

Character Creation:
To create a character you have to fill out the following table, but I'll provide a step by step run through, as well as an example completed character. Note that unless you can provide a really good explanation otherwise, your character is 14 years old.
Spoiler The Table :
Name:
Alias:
Gender:
Bio:
Family:
Level:
XP:
Str:
Con:
Dex:
Int:
Wis:
Cha:
HP:
Feats:
Situation:
Alias:
Gender:
Bio:
Family:
Level:
XP:
Str:
Con:
Dex:
Int:
Wis:
Cha:
HP:
Feats:
Situation:
Spoiler Step By Step Guide :
Name: Well this is where you put your name. If you need further instructions on this, you probably aren't cut out for this game.
Alias: Also known as a super-hero name, this is where you decide what you want people to call your alter ego. It's like a second name, and similarly simple.
Gender: Are you a boy or a girl? Or both? This is where you tell us that.
Bio: Where its gets interesting! Tell us how you got your powers, where were you born up, what are distinguising character traits, and all that other good stuff. Note that if you dont have this I WILL make things up for it.
Family: It doesnt have to be family per se, but who do you live with? Perhaps you are conveinently an orphan? Perhaps one of your parents has superpowers? Do you have siblings? Unless you say otherwise you will be assumed to have normal parents who don't know you're off fighting crime with secret phlebotinum.
Level: You start at level 1.
XP: You start with 0 XP.
Stats: Each stat starts at 5, and you have 15 additional points you can invest in them, to a max of 10 (pre feats).
Hitpoints: You start with 5 Hitpoints, and get 2 more for every point you have of Constitution.
Feats: You start with four feats that you select from the following list. You can choose how exactly you obtained the abilities of said feat, such as 'Super Speed' being a result of intense training rather than a straight up superpower. If you want a power of some sort that isn't on this list then PM me with what you want and we'll try and work out a 'Special' feat of some sort.
Situation: Pick one of the following 3 situations that best describes how used to your powers you are. Remember these are guidelines to how experianced you are with your powers rather than hard and fast descriptions of how you were raised.
Alias: Also known as a super-hero name, this is where you decide what you want people to call your alter ego. It's like a second name, and similarly simple.
Gender: Are you a boy or a girl? Or both? This is where you tell us that.
Bio: Where its gets interesting! Tell us how you got your powers, where were you born up, what are distinguising character traits, and all that other good stuff. Note that if you dont have this I WILL make things up for it.
Family: It doesnt have to be family per se, but who do you live with? Perhaps you are conveinently an orphan? Perhaps one of your parents has superpowers? Do you have siblings? Unless you say otherwise you will be assumed to have normal parents who don't know you're off fighting crime with secret phlebotinum.
Level: You start at level 1.
XP: You start with 0 XP.
Stats: Each stat starts at 5, and you have 15 additional points you can invest in them, to a max of 10 (pre feats).
Spoiler The Stats :
Strength: Your physical strength. Allows you to move heavy things and hit people hard. And stuff like that.
Constitution: You physical Resiliance. Determines how likely you are to be affected by hits, and how many HP you have.
Dexterity: How fast and flexibly you can move. Allows you to dodge and do acrobatics and stuff.
Intelligence: How smart you are. Affects usage of non-physical powers as well as your ability to figure out what exactly is going on.
Wisdom: How much you know, and your application thereof. Also affects non-physical power, and how likely you are to know useful things.
Charisma: How good you look and how smooth you talk. Affects how likely people are to accept what you tell them and do what you say.
Constitution: You physical Resiliance. Determines how likely you are to be affected by hits, and how many HP you have.
Dexterity: How fast and flexibly you can move. Allows you to dodge and do acrobatics and stuff.
Intelligence: How smart you are. Affects usage of non-physical powers as well as your ability to figure out what exactly is going on.
Wisdom: How much you know, and your application thereof. Also affects non-physical power, and how likely you are to know useful things.
Charisma: How good you look and how smooth you talk. Affects how likely people are to accept what you tell them and do what you say.
Hitpoints: You start with 5 Hitpoints, and get 2 more for every point you have of Constitution.
Feats: You start with four feats that you select from the following list. You can choose how exactly you obtained the abilities of said feat, such as 'Super Speed' being a result of intense training rather than a straight up superpower. If you want a power of some sort that isn't on this list then PM me with what you want and we'll try and work out a 'Special' feat of some sort.
Spoiler Feat list :
Super Strength - +2 STR
Made of Iron - +2 CON
Super Speed - +2 DEX
Top of the Class - +2 INT
Wise beyond your Years - +2 WIS
The Charmer - +2 CHA
[Training Montage] - +1 to any stat*
Photographic Memory - You have perfect memory.
Crazy Prepared - You are allowed 3 gadgets of your own description.**
Determinator - Each point of CON gives 4HP rather than 2.
Training from Hell - A bonus to melee combat rolls
Unnoticable - Be more adept at sneaking around
Hyper Awareness - Be more aware of your surroundings, and more prone to noticing seemingly unimportant details
Flight - The ability to fly. Duh.
Phlebotinum Barrier - A defensive barrier of Phlebotinum to defend against attacks.
Phlebotinum Projectile - The ability to engage in ranged combat, whether it be through Dark energy, a lightning bolt, or via good ol' fashioned LASER EYES!
Psychic Powers - The ability to detect, read, and even control, minds.
Significant Sense - Helps prevent you being suprised by warning you when you are being watched or are in danger.
Healing Hands - Heal yourself, or someobody else!
Regeneration - Restore 2HP every round.
Invisibilty - Can become invisible.
*This Feat can be taken multiple times
**Said Gadgets may be veto'd if I feel they are innapropriate
Made of Iron - +2 CON
Super Speed - +2 DEX
Top of the Class - +2 INT
Wise beyond your Years - +2 WIS
The Charmer - +2 CHA
[Training Montage] - +1 to any stat*
Photographic Memory - You have perfect memory.
Crazy Prepared - You are allowed 3 gadgets of your own description.**
Determinator - Each point of CON gives 4HP rather than 2.
Training from Hell - A bonus to melee combat rolls
Unnoticable - Be more adept at sneaking around
Hyper Awareness - Be more aware of your surroundings, and more prone to noticing seemingly unimportant details
Flight - The ability to fly. Duh.
Phlebotinum Barrier - A defensive barrier of Phlebotinum to defend against attacks.
Phlebotinum Projectile - The ability to engage in ranged combat, whether it be through Dark energy, a lightning bolt, or via good ol' fashioned LASER EYES!
Psychic Powers - The ability to detect, read, and even control, minds.
Significant Sense - Helps prevent you being suprised by warning you when you are being watched or are in danger.
Healing Hands - Heal yourself, or someobody else!
Regeneration - Restore 2HP every round.
Invisibilty - Can become invisible.
*This Feat can be taken multiple times
**Said Gadgets may be veto'd if I feel they are innapropriate
Situation: Pick one of the following 3 situations that best describes how used to your powers you are. Remember these are guidelines to how experianced you are with your powers rather than hard and fast descriptions of how you were raised.
Spoiler The Situations :
Fish Out of Water: You've gained your powers at the cost of a normal childhood, and are just now being thrown into the real world. You are extremely adept with your power, at the cost of penlties to blending in.
Puberty Superpower: You've lived a fairly ordinary life until now, when your abilities are just starting to take shape and affect things. You blend in easily, but you're not as experianced at using your abilities.
Born into the Masquerade: Your powers have been with you since early childhood, and you've grown up developing your abilities in the grey area between the normal and extra-ordinary. You are used to blending in and power usage, and gain neither penalties nor bonuses with either.
Puberty Superpower: You've lived a fairly ordinary life until now, when your abilities are just starting to take shape and affect things. You blend in easily, but you're not as experianced at using your abilities.
Born into the Masquerade: Your powers have been with you since early childhood, and you've grown up developing your abilities in the grey area between the normal and extra-ordinary. You are used to blending in and power usage, and gain neither penalties nor bonuses with either.
Ok, you now have a character. If you're confused about any of the above things, see if this example character clears anything up before asking me.
Spoiler Example :
Name: Generico McXample
Alias: Arachnid Suited Man
Gender: Male
Bio: Was bitten by a radioactive spider and gained spider-like powers. Then built himself a super-advanced battlesuit in a cave with a box of scraps to further enhance his abilities. During this he splashed chemicals on himself, and was hit by lighning when he went to wash them off.
Family: Lives with his mother and has no siblings. His father left when he was still a baby.
Level: 1
XP: 0
Str: 8
Con: 8
Dex: 10
Int: 11
Wis: 8
Cha: 3
HP: 21
Feats:
Top of the Class (Naturally Smart)
Super Strength (Enhanced by special Armour)
Phlebotinum Projectile (Fires 'web' from gun in armour)
Special: Can Stick to Surfaces (Radiation+Chemicals+Lightning=Superpowers)
Situation: Puberty Superpower (No Powers before spideration)
GM notes: Note the 'special' feat as an example of the result of negotiating with the GM for a different power type. Also note the explanation beside each feat as to how it was obtained, indicating hoe things like super strength can still exist in a Badass Normal. As well as this, see how the feats allow the stats to go above the normal limits, and how by taking points out from one stat other stats can be boosted further.
Alias: Arachnid Suited Man
Gender: Male
Bio: Was bitten by a radioactive spider and gained spider-like powers. Then built himself a super-advanced battlesuit in a cave with a box of scraps to further enhance his abilities. During this he splashed chemicals on himself, and was hit by lighning when he went to wash them off.
Family: Lives with his mother and has no siblings. His father left when he was still a baby.
Level: 1
XP: 0
Str: 8
Con: 8
Dex: 10
Int: 11
Wis: 8
Cha: 3
HP: 21
Feats:
Top of the Class (Naturally Smart)
Super Strength (Enhanced by special Armour)
Phlebotinum Projectile (Fires 'web' from gun in armour)
Special: Can Stick to Surfaces (Radiation+Chemicals+Lightning=Superpowers)
Situation: Puberty Superpower (No Powers before spideration)
GM notes: Note the 'special' feat as an example of the result of negotiating with the GM for a different power type. Also note the explanation beside each feat as to how it was obtained, indicating hoe things like super strength can still exist in a Badass Normal. As well as this, see how the feats allow the stats to go above the normal limits, and how by taking points out from one stat other stats can be boosted further.
Leveling Up:
Every mission you will earn XP. Once you have earned enough XP you will go up a level. Every level increases your HP by 5, and every second level you will earn an extra feat.
Spoiler Level Costs :
Level 2 is 1,000 XP.
Level 3 is 2,000 XP and gives a feat.
Level 4 is 4,000 XP.
Level 5 is 6,000 XP and gives a feat.
Level 6 is 9,000XP.
Level 7 is 12,000XP and gives a feat.
[Further levels will be added as neccesary]
Level 3 is 2,000 XP and gives a feat.
Level 4 is 4,000 XP.
Level 5 is 6,000 XP and gives a feat.
Level 6 is 9,000XP.
Level 7 is 12,000XP and gives a feat.
[Further levels will be added as neccesary]
Additional Stuff:
If you have ideas for villains, classmates, or other important characters that you would like included in the game at some point please PM them to me and i'll see what I can do with them. Although I may change up some things about them.
Rule Addendum: In Character Mission write-ups may be awarded XP.
Rule Update: All new Characters now start at level 2.
[Anything I missed will be added here when I remember it.]
DT
GMing AC's like ah baws
