SeaEagle Posted March 21, 2012 Share Posted March 21, 2012 Alright as a favor to potential new players I will compile all the pertinent information in regards to character creation. This will include the base IE rules and the CN variances.Main Rules for Infinite EarthGadget RulesCN World Information (Constantly Under Construction)Backgrounds over 5Backgrounds over 5 Clarification + Sanctum SanctorumCN Modifications for the main rules...Cosmos Nova:All rules for IE not overridden by the custom CN rules are still in play.No nova built for CN can go over Q6.Q6 cannot be "unlocked" until One RL Year after the start of the game.Novas start at Q5 with no taint and 50 base QPNo Mastery at startNo Q Supremacy everCharacters are built/advanced with the "In Theme/Out of Theme" NP/XP cost rules from CoQF (Out of Theme Powers/Mega-Attributes are allowed).Only original or inactive characters allowed(no active copies from other games or versions from other IE universes)(Mech is cleared since his character was established before this rule was placed in effect, and is starting to look like an integral plot hook.)No backgrounds over 5 at creationNo gadgets over 5 at creationAberrant Companion Heavily Regulated.All core books and the three mega attribute books are fine.No Starting Terats or Qi Meng, both philosophies are incredibly difficult to find in game.Same for EufiberAny irregular power from another source need approval.Custom Powers/Enhancements/etc allowed only through CN Group collaboration first.Free enhancement with every odd Mega Att dot (1,3,5)Generation Modifications (Thanks to Quantum Fire(Modded for IE:CN))The below costs for In theme.Quantum Pool: 1 NP per 5 (Max 100 at start)Mega-Attributes and Enhancements – 2 NP per dot/enhancementYou get a free Mega Attribute enhancement at every odd (1, 3, 5) dot of Mega-AttributePowers1st Level - Cost: 1 NP per 2 dots2nd Level - Cost: 1 NP per dot3rd Level - Cost: 2 NP per dotIn Theme Body Modifications – 1/3 normal cost.XP Cost ModificationIn ThemeTrait Increase CostMega-Attribute CR x3Quantum Power (Level 1) current rating x 2Quantum Power (Level 2) current rating x 3Quantum Power (Level 3) current rating x 5Quantum Power (Level 4) current rating x 7Quantum Power (Level 5) current rating x 9Quantum Power (Level 6) current rating x 12New Trait CostBackground 1 [Attunment and Node Only]Body Modifications (1/2 cost)Enhancement 3Mega-Attribute 3Quantum Power (Level 1) 2Quantum Power (Level 2) 3Quantum Power (Level 3) 5Quantum Power (Level 4) 7Quantum Power (Level 5) 9Quantum Power (Level 6) 12Out of ThemeAttribute current rating x 4Ability current rating x 2Background current rating x 2Mega-Attribute current rating x 5Quantum Power (Level 1) current rating x 3Quantum Power (Level 2) current rating x 5Quantum Power (Level 3) current rating x 7Quantum Power (Level 4) current rating x 9Quantum Power (Level 5) current rating x 12Quantum Power (Level 6) current rating x 15Willpower current ratingInitiative current ratingNew Trait CostAbility 3Specialty (max. 3 per Ability) 1Body Modifications (Normal)Background 2Enhancement 5Mega-Attribute 6Quantum Power (Level 1) 3Quantum Power (Level 2) 6Quantum Power (Level 3) 9Quantum Power (Level 4) 12Quantum Power (Level 5) 15Quantum Power (Level 6) 18Quantum CostsQuantum Pool 2 per dotNote regarding Quantum: All novas start @ Q5 with no taint (You get taint for tainted powers or node over 2 at start as normal) Link to comment Share on other sites More sharing options...
z019 Posted March 27, 2012 Share Posted March 27, 2012 I'd like to bring in a Terat refugee. Is that allowed? Link to comment Share on other sites More sharing options...
The Traveler Posted March 27, 2012 Share Posted March 27, 2012 Currently refugees are only NPCs. Wait, will ask for clarification in the CN OOC Link to comment Share on other sites More sharing options...
SeaEagle Posted March 27, 2012 Author Share Posted March 27, 2012 Also please refer questions to the CN OOC thread. Link to comment Share on other sites More sharing options...
SeaEagle Posted April 14, 2012 Author Share Posted April 14, 2012 Gadget Rules have changed, therefor the link has changed. Link to comment Share on other sites More sharing options...
z-Coyote-Mad Scientist Posted April 27, 2012 Share Posted April 27, 2012 These are the rules and setting information I pulled out of the OOC thread. Let's keep this updated going forward, ok? Rules:All rules can be altered with a vote of the active CN player base (to be active, you need to have posted once in the last two weeks, either IC or OOC post) of a majority +1Q6 limit for the duration of the setting/storyNo Q6 to start; it will be unlocked in March of 2013No Eufiber to startNovas start with Q5 (no taint) and base 50 Q-pool100 NP max to start (may start lower and buy up to 100 in game)No Mastery at startNo Q Supremacy everMust stick to a power Theme – in-theme powers are built and advanced with in-theme costs (see In-Theme chart)Only original/ or inactive characters allowed (no active copies from other games or versions from other IE universes [Mech is grandfathered])No canon NPCs from the Aberrant booksNo backgrounds over 5 at creation; PCs may develop one at 6 in-playNo starting Terats or Qi-Ming among the natives (essentially limiting the PCs)No gadgets over 5 at creation (only 1 Gadget at 6 ever, this would be a defining item)Aberrant compendium not allowed (mega att books o.k.) Any irregular power from another sources needs approvalFree enhancement with every odd Mega Att dotCustom powers are allowed only through group collaborationNo PC RefugeesFree enhancement with every odd Mega Att dot (1,3,5) Brief History: In July 2005, a gate at Stonehenge opened into a low-quantum world. Superpowered people spilled out into the English countryside, many slipping away before the British government could rally. At the same time, a wave of energy ripped out through the world, causing the residents of the world to begin to show strange powers themselves. The world governments began to respond as more and more super-humans appeared, both from the gate and from their own citizens. Additionally, there seemed to be two distinct kinds of super-humans; those the Refugees called ‘novas’ (the name has been adopted) and something else. In time, the something elses were called psiads, as their powers seemed telepathic in nature. The numbers for each group remain low. It is estimated that there are between twenty and thirty Refugees, of which over half are Terat or Independent. Roughly a third of them are from Project Utopia’s Research and Development Division, while the remaining are from the Directive, the Aberrants or any of the other ‘canon’ groups. Of ‘natural’ novas, there are between eighty and a hundred – some countries are believed to be obfuscating their true nova census. Most novas are blips – they possess one useful power and have less than twenty NP. So far, over three thousand psiads have been discovered across the globe. Stonehedge today is highly guarded and regulated by the EuroZone. There is a base built around the ancient structure and access is extremely limited. The large number of psiads has created an NATO-funded and monitored group call the Psi-Corps. This group is even more regulated and restricted than the novas. The idea of touch-telepathy terrifies many governments and as such, they are closely watched. These so-called Psi-Cops do aid in investigations – when the country in question dares to call on them. (I'll post this section to the World-building thread too.) Link to comment Share on other sites More sharing options...
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