Maester Luwin said:
Hey Wulf! If you are out there I would indeed like to see how you stated out the League. Also how you would/ may introduce Mythic Heroes with such notables as Quatermain & Minna.
I've run an LXG game twice, both times with an added "6th member" to make it suitable for a full table of players. (Once I added James West of Wild Wild West, and once I added Alistair Crowley of... the real world. Only with not-real diabolic spells.)
I don't really have access to those character sheets anymore, unfortunately.
I built them all as 12th level heroes. Some of them had a full 12 character levels, some of them had 1 or 2 CR (some folks call that LA) to account for their extra abilities.
Quatermain was built using straight GT classes-- Tough and Strong mostly, with a big (2d12) elephant gun.
Mina, the same, with some vampiric elements added (fast healing, darkvision iirc, a few others) but mostly she had diplomatic skills.
Nemo had some bonus gadgets.
Jekyll/Hyde had, basically, two character sheets, and had to make a Will save when under stress to keep from changing (and a higher Will save to change back, once Hyde was in control).
The Invisible Man was a sneak-attack build with... yes, permanent improved invisibility (although not to darkvision, so Mina and Hyde could see him...)
Using Mythic Heroes is not really hard, although I haven't actually done it, it should work fine. Quatermain is probably best as a Mentor. Nemo is a Shadow. Mina is the Maiden, natch. Hyde is probably a Fated (built to get pounded on). The Invisible Man is straight up Trickster. And if you have anyone at all with occult powers, give them some Oracle gifts.