CHARACTERS
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Characters

Some material adapted from White Wolf Game Studio's Aberrant RPG and Street Fighter: The Storytelling Game
The contents of this section should be pretty obvious; it's filled with heroes, villains and other characters for you to use in your own campaign(s). Do whatever you like with them; I don't mind if you modify them to fit your game (as if I could stop you anyway). Just don't take credit for them.

That being said (and not being nearly enough to fill this page), I'd like to mention a few things regarding characters:

The Mighty Thor, God of Thunder
Playing as Thor?

Remember, he wouldn't talk like you do.

If you'd say, "I'm layin' the smack down on you with my hammer, you evil dillhole!," just be sure to "Asgardize" it:

"Yea, verily, my mystic Uru hammer, Mjolnir, and I shall layeth down the smack, foul hole of dill!"

Playing Your Character(s)
When you play your character, try to put yourself in his/her position, in their mindset. If your character is not very smart (i.e., has an I.Q. attribute of five), then play him/her that way, even though you, the player, are (hopefully) smart. If your character is headstrong or shy or honorable, then try to make the character do and say things that are in line with his/her personality, not with your own real personality. The better you act out the role of your character, the more fun you (and everyone else) will have.

Don't be afraid to get into the role of your character. While you're playing, try not to say, "My character, Red Storm, yells to the assassin, 'Your bomb killed innocent children; now, prepare to face your own doom!'" Instead, simply say the line directly, as if you were Red Storm and your GM was the assassin (or vice versa, if you're the GM) -- "Your bomb killed innocent children; now prepare to face your own doom!" Speaking as if you were that character makes the experience a little more complete, and will make the characters and the story seem a little more real. 

The Team
The majority of superhumans are solitary, focused on their own lives and goals. Sure, they may team up every once in a while, or simply get together to socialize, but the titanic egos involved with people who can literally move mountains often lead to highly-publicized clashes. By and large, each character is an island unto himself. Therefore, the team that your characters will inevitably form will be a rarity, one sure to turn heads in governments, corporations and international organizations alike.

Because superhumans are so individualistic, a functional team is an entity of great power. It is thus highly desirable that they basically trust and support each other. Much like a family, the team may not always get along -- individual members may even have radically opposing philosophies on certain matters -- but there remains a foundation of respect and reliance on one another that can weather almost any storm.

The type of team the characters comprise has a tremendous bearing on what the campaign will be like. If the GM plans to run a campaign steeped in intrigue and geopolitical machinations, he should make sure the players know this before they create a group of combat-hungry mercenaries. In the end, the story revolves around the team, and therefore, the characters; Understanding what the team is about helps both the players and the GM to immerse themselves in the game.

The following are a few questions that should be considered about the team and (hopefully) answered fairly early in the campaign:

  • Where is the team based? The answer to this question depends on where the GM sets the campaign. Knowing that the team operates out of a government stronghold under Washington D.C., a corporate office building, a New York penthouse or a secret space station in another galaxy gives a good basis for both the players and the GM to develop the team.
  • How do team members interact? A team's internal dynamics can give everyone a wealth of role-playing opportunities and story hooks. Are the members all close friends? Is the team a business or entertainment venture? Are there jealousies or rivalries between members? Are there any secrets kept from certain members? What is the general level of trust and camaraderie?
  • What is the team's purpose? A team's purpose generally ties closely with the type of campaign the GM runs. The team may have a specific charter given to it by backers (contain and control rogue superbeings, act as PR reps and special agents for the corporation...), or it may have its own agenda (expose a conspiracy within the government, subjugate the human race...). The team's focus may be on combat or intrigue, and the GM should be sure that stories are geared accordingly. However, it doesn't hurt to mix things up a bit (having a cadre of mercenaries escort a high-ranking diplomat to an international symposium can make for some interesting role-playing).
  • Is there a team leader? Decisions must be made somehow. Does your team go by military rank or corporate structure? Is it a democratic group? Are the members well-disciplined and respectful of others' suggestions, or do they tend toward petty squabbling?
  • What is the team's allegiance? Depending on the characters' backgrounds, they may work for (or possibly even own/run) a corporation or a government agency. A group with the support of an agency or a government can draw upon this resource for finances, gear, and backup -- although usually at the cost of restrictions on the characters' freedoms and responsibilities. A team that goes it alone can call its own shots, but it operates without a safety net.
  • Who are the team's enemies? The team might consciously choose to defy a specific group. What does the group plan to do about the characters' considerable threat? Are there other agencies operating contrary to the team's goals? Is the team aware of these forces? What do these enemies intend?
  • Why does the team exist? This is perhaps the most important question of all, but the one least often answered. Too often the answer is, "Because we have six players in the group." There should be a reason the characters got together and remain together. Did they have a friend in common? Are they all on the run from the military or some other group? Were they drawn together by similar goals or philosophies, or is it simply a marriage of convenience?

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