Insight
Adventurer
For the tabletop portion of this campaign, we are using a modified version of the Mutants & Masterminds system. While I am using what I believe to be one of the most fluid and adaptive systems out there, there were still changes to be made, and I will briefly discuss those here before posting any characters.
First, since skills are so much more part of the space fantasy than a superhero game, I have instituted the 2:1 skill pt to character pt ratio.
Second, since space fantasy heroes tend to carry around gadgets, weapons, etc., I found it difficult to 'build' and essentially pay for every single item they had. Instead, I instituted a proficiency system similar to what you might find in the Star Wars d20 system, though the proficiency groups have been tightened a bit. Characters buy their equipment with credits instead of paying for them with points.
Third, and this is mostly in reference to the M&M system, characters are obviously restricted from purchasing the vast majority of powers listed in the M&M book. Of those, only Amazing Save and Natural Weapon are available in any substantial amount. Certain alien races are allowed to purchase a rank or two of certain powers that match their known capabilities. Force users (which are rare in the setting in which we are playing) have a selection of powers from which they can choose, although this is also governed with a few feats that are essentially prerequisites.
Anyway, enjoy the stats and such, and I welcome any questions and comments.
First, since skills are so much more part of the space fantasy than a superhero game, I have instituted the 2:1 skill pt to character pt ratio.
Second, since space fantasy heroes tend to carry around gadgets, weapons, etc., I found it difficult to 'build' and essentially pay for every single item they had. Instead, I instituted a proficiency system similar to what you might find in the Star Wars d20 system, though the proficiency groups have been tightened a bit. Characters buy their equipment with credits instead of paying for them with points.
Third, and this is mostly in reference to the M&M system, characters are obviously restricted from purchasing the vast majority of powers listed in the M&M book. Of those, only Amazing Save and Natural Weapon are available in any substantial amount. Certain alien races are allowed to purchase a rank or two of certain powers that match their known capabilities. Force users (which are rare in the setting in which we are playing) have a selection of powers from which they can choose, although this is also governed with a few feats that are essentially prerequisites.
Anyway, enjoy the stats and such, and I welcome any questions and comments.