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Dark Champions: New Venice
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==Character Guidlines== The basic feel of this campaign is akin to Batman:TAS meets X-Files. Psi and magic, exist as dark rumor. Think horror movie overtones. So no angsty mutants with eyeblasts and no aliens with an S on their chest that can pass for human simply by putting on glasses. You may be able to bench press a ton, but you can't pick up a car and throw it. Damage is in that ballpark. But I am less woried about power level than conception. Possibilities include Mind control dugs and gas (Drugs and gases have a great number of possibilities.) Limited Telekenesis. Shapechanging into other people. (Disguise skill or al la Darkman) Ability to copy skills by watching someone do it. Example Characters Green hornet, The Shadow, Wolverine, Batman, Joker, Captian America, Bane, Bullseye, Roxy Rocket, Catwoman, Jedi Knight, Pyro (who may not be able to create fire, but can control exisiting flame)Cutey Honey and Shadow Lady from their respective manga, Phantom Lady, Nemesis, pretty much anyone from the Secret Six (except Knockout) or Suicide Squad. Street Fighter characters like Guile, Cammy or Chun-Li We allow some low grade mutant, psionic, and magic powers. They definitely fit in the film noir feel. Also remeber that motif is everything. Even soemthing as telepathy can be bought as just being real good at body language, cold reading, or truth drugs.
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