Men & Supermen Rules: Character Development
- Detailed Rules
- Men & Supermen Rules
- Adventuring Aids
- Character Development: Youth
- It’s easiest to figure out what a character will be like when physically mature, and then modify these statistics for how young the character is. Strength, build, agility, height, constitution, and willpower change with age. Optionally, the PR of powers can change with age as well. There are 6 plateau ages—0, 2 years, 5 years, 11 years, 15 years, and maturity. Look on the Youth Chart and each has a percentage, for each statistic that needs to be modified.
- Character Development: Death
- Any character who has more than 0 Death Points is dead. There are a number of ways that a dead character (player or non-player) can remain in the game, and/or return to the game. These are with fate points, as ghosts, or through the natural progression of time in comic books. You can also put statues up in the town hall, but statues don’t usually have many adventures. Your mileage may vary.
- Character Development: Insanity
- There are many causes of insanity in Men & Supermen. Insanity is caused by terror, magic, or knowing things man wasn’t meant to know.
- Character Development: Learning
- Players normally do not edit Knowledge Scores (although they’re free to do so, within the confines of Discretionary Knowledge). Players have their characters study when they want to learn new knowledge. Each knowledge area has a Learning Time, which is the number of hours a character must study to increase a Knowledge Score in that area by 1%. The character’s Learning Modifier (based on the character’s ability Learning) changes this time.
- Character Development: Mutants
- Characters with Mutation Percentages are considered Mutants. Mutants are affected by gasses, drugs, poisons, and radiation differently from non-mutants. Whenever a mutant comes in contact with a new gas, drug, or poison, make a d100 roll vs. the character’s Mutation Percentage. If successful, roll 2d10 and subtract from 10. This is the bonus (or penalty, if negative) to the character’s Skin Temper when determining the effects of the substance, or…
- Percent Recognition
- Each character has a %Recognition. This is, on average, the chance that someone in the character’s home continent will recognize the character. %Recognition should be modified upwards in areas where the character appears often, and downward in areas where the character rarely appears and is rarely heard of.
- Character Development: Terror
- Terrible things can cause viewers to be stunned (much like horrible things can), and can even cause insanity. Terrible things have a certain number of Terror Points. Most things with a Beauty of less than 0 have Terror Points equal to their Beauty.
- Training Points
- Characters can practice to increase powers, skills, or abilities. For every hour that a character spends practicing, .15 training points are gained for the skill, power, or ability that was practiced. The character’s Point Multiplier for Experience will increase this.