SUPERS RED Castles In The Sand/House Rules and Character Creation

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This an RPG.net Wiki page for a World War 2 era superhero play by post game on RPG.net titled Castles In The Sand.

Castles In The Sand Main Page | House Rules and Character Creation | Setting Information | Players' Characters | Villains | Environments |
RPG.net recruitment thread - Supers! RED World War 2 Espionage Supers recuritment, interest, character creation | RPG.net OOC thread - | RPG.net IC thread -

CHARACTER CREATION

Characters are created with 25 dice for Resistances, Apptitudes, Powers, and Advantages.

Characters may take up to 5 dice of disadvantages.

No more than 15 dice may be spent on powers.

Each character gets 2 "occupation" advantages.

Team Role Occupation (3D to Military, Shooting, Fighting, Intrusion)
The Adventurer (in it for the thrills - covers Athletics as well)
The Investigator (in it to figure things out - covers Investigation as well)
The Operator (in it for the conflict - covers Survival as well)
The Provocateur (in it for the performance - covers Presence as well)
The Thief (in it for the goods - covers Streetwise as well)
The Ace (in it for the travel - covers either Aircraft or Vehilces as well)
The Sapper (in it for the explosions - covers Technology as well)
Specialties can be bought as normal with the "components" of the Team Role occupation.
Cover Occupation (3D to a cover profession - all good covers eventually become "real) - Non exhaustive list
Actor, Athelete, Consultant, Diplomat, Explorer, Journalist, Performer, Scholar, Scientist, Student, Trader, etc.
Basically, come up with a job/profession that has reason to travel
Will discuss what this profession covers on a character by character basis

For now, languages are assumed to be important. Each character gets 3 languages for free. Each 1D in Academics confers 3 additional language choices.

HOUSE RULES